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The Forces of the Night
Revelations


Meeting Mattric, Again (DM Cayzle)  d20+6=22 d20+8=17 d20+5=16 d20+3=23
Thursday March 14th, 2002 12:04:05 PM


The foreman responds shortly to Ilsidur's questions. Yeah, that's the Eagle. Thee can tell by the eagle on the sign." A worker nearby guffaws at that.

"There's plenty of taverns back that a way." He gestures vaguely toward the main market. "Now get out and stop distracting my men."

The group heads back to the Pellet Can. There, a good stiff drink and some conversation help make the time pass quickly. Night falls, and the group slips out of the inn at moonrise (around 9 pm). The streets are dead, so to speak, and the group sees no one walking around at all.

At the Eagle Warehouse, the padlock is gone. The group scouts around and checks for any ambush -- but there are no tracks that a group of people might have made. Looking at the doorway, Trace and Altemia agree (track rolls 22 and 17) that there are the signs of just a single person recently passing.

Inside the warehouse, a lantern burns in an inner room. Inside, the group meets Mattric, who rises to meet you all. He is wearing priestly robes and carries a symbol of a closed eye. Both Ilsidur and Sir Thomas recognize these signs (Religion rolls 16 and 23) as denoting a follower of Jantierri, the Divine Power of Sleep and Prophesy.

"Please, come in and sit down," Mattric says. "We have much to discuss. But first let me apologize for my publicdismissal of you. Ye see, in public I must pretend to be a commoner and devotee of Marteus. Followers of all other gods are looked down on by the noble society, and clerics are persecuted. I alone have survived of the noble clerics that once thrived here, before Abandon was taken into this realm of nightmare. In dream was I warned, so I hid when the dark came. In the years since, I have revealed myself only to the very few I trust. Long I wondered why I continued, but in recent dreams I have seen your coming, and I knew I had a part to play."

He bows, and looks at each of you. "The noble knight. The dwarven priest. The silent bard. The servants of nature. The young one, first of two."

"Welcome. Please ask me whatever ye wish, and be satisfied of my sincerity. Then there will be more revelations."

[OOC DM's Note: Since we are starting a new module, please e-mail me and tell me what spells you will have in your heads. Also, many people have not gotten back to me about updating their PC sheets and going up levels. Please write me at cayzle@yahoo.com. Thanks.]

Trace and Radiant 
Friday March 15th, 2002 2:05:55 AM

Trace waits for the others to lay out their questions before he adds his bit o' wisdom on the issues ahead.

Two Dreams (DM Cayzle) 
Friday March 15th, 2002 2:03:35 PM

Mattric waits while the adventurers gape, speechless.

"Well," he says, "That is a lot to digest. But I have more to put on your plate yet."

"This is already a strange place, but recently it has been stranger. The forces of evil -- nightstalkers and other undead -- are no where to be found. The streets are safe at night, although few realize it."

"And many newcomers, such as you, have arrived recently. None seem to know how they arrived, or why. Most are simple, common folk."

With these strange omens, I reached out in dream as I have not these many years. And I had two dreams, which I will tell you."

"In the first dream I stood on knee-deep in a surf of blood, on a bloody beach, where the sand was the dust of bones. With me were all the folk of Abandon. You were there too, with others I have not met awake yet. The bloody surf was horrible, but then the tide went out, and the surf retreated. We looked at each other, smiling. Then the tide came back, but it was a huge tsunami wave of blood, towering 100 feet high, and we were doomed."

"In the second dream, Thou" -- and he points to Sir Thomas -- "were returning to thy home, which was made of ruby bricks. But thy house was empty of people and full of dust. Thou entered, and inside thou found an evil hunger. The force of hunger wanted to eat thee, eat you all, eat everything everywhere."

"Those were my dreams. We followers of Jantierri hold that those who prophesy must not also interpret -- so you must make of these what you will."

"That is all I have to relate to you. Ask questions, if you have any. I will return here each night if you wish my aid."

The group can ask questions or not. [OOC: post through the week-end and I'll answer.] When they leave, it is about midnight. It is raining, but you can see the moon. The face of the moon is horrific, however -- it is splotched with red.

[OOC: Thanks, Ted, for posting even if you have nothing much to say. It tells me that you're set for the day. Otherwise I have to guess if you are late or just not posting. By the way, why are so many people not posting?]

Altemia 
Friday March 15th, 2002 2:21:17 PM

(OOC:Just waking up after 16 hours at work. I hate being shorthanded!)

Altemia listens closely to all that Mattric has to say. The dreams frighten her a bit. Especially after the waking dream that she and her friends just shared.

"I must admit that I do not know what to make of your dreams sir. I've never tried to interpret dreams before. But I did want to ask you about Marteus. You said that he is the only god allowed here. What can you tell us about him. I know that I have little knowledge of him. I have little knowledge of gods in general, actually."

Mattric (DM Cayzle) 
Friday March 15th, 2002 2:53:24 PM

Mattric answers in a subdued voice -- almost a whisper. "Some say he is the god of the dead. Others say he is a usurper. But all agree that he is the one who killed Domi, and that he means to conquer all the Wold and all the Powers that oppose him."

"And what is worse, his black-robed priests are the only clerics legally allowed to exist here. All others are arrested. You might decide to hide the signs of devotion to other Powers, as I do."

[OOC: Please feel free to post as often as you like for this conversation with Mattric. I'll respond in kind.]

Altemia 
Friday March 15th, 2002 3:04:21 PM

"We have heard that Marteus has allied himself with Ga'al and Caerolda. Are they not allowed here, either? Also, does Marteus have a temple in Abandon?"

Altemia thinks to herself, "Well, if this Valdor wants us to make trouble for Marteus, it looks like this is a good place to start."

Mattric (DM Cayzle) 
Friday March 15th, 2002 4:05:42 PM

"I do not know any who are devoted to these other Powers, but the only active temple in the entire town is devoted to Marteus."

Ilsidur 
Friday March 15th, 2002 5:04:14 PM

"Mattric, we all received a dream from a person named Valdor. Did you also receive the same dream? If so, please briefly describe it so that we know you speak truly."

Regardless of Mattric's answer, Ilsidur goes on to ask, "What can you tell us of the temple of Martaeus here in Abandon? Where is it located, how many priests are located at the temple?"

Sly Foxx and Luke 
Friday March 15th, 2002 6:11:22 PM

"Yes!Please! Tell us more about this Valdor?" Then Sly thinks to himself *Was that not the prediction of the gypsies?*

Mattric (DM Cayzle) 
Friday March 15th, 2002 6:14:12 PM

"Yes," Mattric says, "I heard the words of Valdor. I do not know what they mean, but they gave me hope. Still, I am no hero, to assault the Temple of the Potent One. And I would not call his message a dream, so much as a sending."

"But I know where the temple is, of course. I have been there often, hiding my disgust and horror."

"It is in the Dark Square, once known as the Square of the Gods. Now only his foul temple is open. All the others are shut and desecrated, alas, including the one where once ... I prayed to Jantierri."

From the way his voice stumbles, it is clear that this is a heavy thing for Mattric.

"I do not know more about this Valdor," Mattric says to Sly, "but his words and commitment were such that I find myself believing in him."

"And I could not say how many black priests there are. They seem to come and go."

Sir Thomas 
Friday March 15th, 2002 6:53:06 PM

[OOC: I didn't realize I missed a post. hmmm. I don't have time to finish my thought now, hopefully I'll have them when I can post again.]

Thomas is angered immediately by two things. One the talk of his home being taken by a thing of evil. Two, by the request to hide his loyalty. He knows the wisdom in the words though and so holds his tongue and agrees until he can control his emotions. In the mean time, he begins to do as asked and cover his holy symbol beneath his shirt.

Altemia 
Saturday March 16th, 2002 12:56:30 AM

Beginning to take the message the group received from Valdor to heart, Altemia thinks a bit before questioning the priest farther.

"In the years that you have spent here having to 'worship' Marteus have you ever noticed or heard of anything, no matter how small, that we might be able to use against him? Some weakness perhaps? What about the temple itself? And these nightwalkers, are they followers of Marteus or did he bring them here to torment the townspeople?"

Mattric (DM Cayzle) 
Saturday March 16th, 2002 7:00:18 AM

Mattric frowns. "The black robes, the eyes of Marteus, are powerful, but arrogant. They cannot imagine any opposing them. So one can hide, as I have hid."

"And they are seldom clever," the priest continues, "they tend to see only what is on the surface."

"As for the nightstalkers, I have been able to avoid them and walk unseen even at night, thanks to the miracles of Jantierri."

"Do nightstalkers serve? Were they brought here? I do not know, but it is clear -- from the law against mirrors, for one -- that those in power wish to help them."

Sir Thomas 
Saturday March 16th, 2002 12:24:12 PM

Finally getting control of himself Thomas takes part in the investigation. Obviously he takes his time in asking all of these questions so as to allow Mattric to answer completely.

"Who is the head priest of Marteus here?

Can commoners get in to see him?

Can we get into the temple using another means than the front entrance?

How can we pass as worshipers of Marteus - I mean, what are some of the rituals that we might need to know if we should try to pass as a follower and go into the temple?

If we were to find a way to defeat this evil influence, would you stand beside us to fight?

Are there others who feel the oppression that would fight if they felt that the effort would be in there best interest and not in vain?

Are there other evils lurking about we have not discussed?

Do you have any suspicions that an army is being bred in the heart of this temple?

Do you have any suspicions that something is amiss within the temple that if we were to go in there we would be in over our heads?

Can you give us a basic layout of the temple so we might plan an effort to discover more about what is going on here?

To our knowledge, we understand that mirrors, garlic, silver weapons, and holy water are all useful items against certain creatures here. Is this accurate? Are there other weapons that might prove useful in a fight against the dark clerics? and lastly, can you help supply us with enough of these items to make our efforts easier? We can supply coin, but it may not be such a good idea for us to walk into the local trader's shop and buy all of these items at once. We wouldn't want to tip our hand."

The last question Thomas asks seems to be the end of his entire store, for now. Thomas is polite and respectful, and he is sure to thanks Mattric for his help.

"Like the rest, I know nothing of this Valdor, but I feel like Trace; we have already been fighting this war. I have no problem confronting this accumulation of evil here before they can cause more harm. And it disturbs me greatly that my family may be indanger and I cannot be there to help them. WE will fight for the cause of this Valdor, and when it is finished here I will think about going home. As for now though, we really appreciate your help and your solace."

[OOC: If I think of anything else I'll post it.]

Sly Foxx and Luke 
Saturday March 16th, 2002 5:39:14 PM

"Gee! Sit Thomas, You ask all the good question and there nothing left to ask." As Sly scratches his head and pets Luke. "Like the rest of my Comrades. I too will fight with them to the end of this evil. Some of my friends here have homes and families to go back to. But as for me I have no one, no village, I guess I'll have to keep looking for my mother and sister."

Sir Thomas HP ROLL  d10=8
Sunday March 17th, 2002 8:29:02 PM

[OOC: Rolled HP for new level. 8]

Trace and Radiant 
Sunday March 17th, 2002 11:19:25 PM

Trace sits and nods to each question and answer and then add's at the end, " Before we get to Martues and after we dispose of the black robes. Who else is in line to take Martues's spot if we kill him off and try to disband his followers? If we are to have sucess we need the chain of command and locations of all that would oppose this to happen."

Ilsidur 
Monday March 18th, 2002 12:30:23 AM

Ilsidur waits to hear Mattric's answers to all of Sir Thomas' questions.

"We need to be careful here; we don't want to attack this temple, thinking it is the necessary thing to do. Mattric, is there anything else we can do to help Abandon? Do we know how we can fight this void?"

Mattric Answers (DM Cayzle) 
Monday March 18th, 2002 12:23:19 PM

Mattric does his best to answer the group's questions.

"Who is the head priest of Marteus here?

"Jasper Korble was the head -- and with him, Gregor Terpitte. But both of those have been out of sight -- unusually so. The highest ranking priest with a public face is Jasper's younger brother, Tilman Korble. The Korble family is powerful here. They were the first family to publicly convert when Abandon was taken into the Void.

Can commoners get in to see him?

"I think it would be difficult, unless ye had someone influential to make an introduction. Much more influential than me!"

Can we get into the temple using another means than the front entrance?

"I don't know."

How can we pass as worshipers of Marteus - I mean, what are some of the rituals that we might need to know if we should try to pass as a follower and go into the temple?

"Anyone can enter for public services, held every third day. The next is tomorrow. Wear black with no jewels or riches, bring no weapons, and be respectful and humble in demeanor. Then ye can enter the lower hall. The upper gallery, where nobles sit, and the altar, where the priests sit, are about ten feet above the common level."

If we were to find a way to defeat this evil influence, would you stand beside us to fight?

"I have a position and I am no fighter. In the final fight I would be on your side, but I will not fight in a lost cause."

Are there others who feel the oppression that would fight if they felt that the effort would be in there best interest and not in vain?

"I know a few. Very few. I would not count on them, generally speaking. The danger is too great."

Are there other evils lurking about we have not discussed?

"There is nothing but evil. I do not know what will arise to test you."

Do you have any suspicions that an army is being bred in the heart of this temple?

"I have seen no signs of an army in Abandon. As I said, in fact it has been very quiet of late."

Do you have any suspicions that something is amiss within the temple that if we were to go in there we would be in over our heads?

"I know not who ye are or what ye can do, In general, I suspect ye would be foolish to attack the temple as if ye were an army.

Can you give us a basic layout of the temple so we might plan an effort to discover more about what is going on here?

"All I know are the public areas of the main temple." He gives you a rough idea of a few areas.

To our knowledge, we understand that mirrors, garlic, silver weapons, and holy water are all useful items against certain creatures here. Is this accurate?

"Against nightstalkers, yes. Holy Water will do well against all the undead. But if thou turn the undead," he says specifically to Sir Thomas, "the turning will probably attract attention."

Are there other weapons that might prove useful in a fight against the dark clerics? and lastly, can you help supply us with enough of these items to make our efforts easier?

"I have a small store of coin, and I can give you some holy water. It is not much, though."

(Trace) Before we get to Martues and after we dispose of the black robes. Who else is in line to take Martues's spot if we kill him off and try to disband his followers?

Mattric looks surprised at Trace. "Maybe thou does not understand. Marteus is a Power of the Wold, like Alemi. He killed Domi. You cannot get to him or kill him. If ever thou meet him, flee for thy life!"

(Ilsidur) Mattric, is there anything else we can do to help Abandon? Do we know how we can fight this void?

"I advise thee to think carefully on the dreams I have related to thee. In them thou will find the guidance thou seek."

"But the night grows old, and midnight has passed. Soon the time for words will end. Have you anything else to ask, at last?"

Ilsidur 
Monday March 18th, 2002 2:40:46 PM

"Thank you, Mattric, for your advice."

Ilsidur turns to the group, and says, "As is the case with most dreams, those two of Mattric's were suitably obscure. I don't understand the first dream, about the sea of blood, the tide and the beach of bones. However, the second dream refers to Sir Thomas' 'home', which may refer to either Alemi's or Domi's temple. Mattric, what is the colour of either of those temples here in Abandon? Perhaps one of these temples with the 'ruby bricks' is hiding the evil in Abandon."


Sir Thomas 
Monday March 18th, 2002 2:43:30 PM

In response to the call for more questions Thomas must reply, "No sir, but thank you for all you have done so far. The guidance you have provided has offered us much in the way of information. If you'll excuse us, I know you would like to return to a place of solace for yourself, and we must converse about what we will do next." Then he catches himself and asks, "I'm sorry, but I thought of a few actually. Could you provide us with robes of a disciple of Marteus? Also, are there other towns nearby? And is it dangerous to travel outside of the city?"

Thomas gets up to leave and finds a place suitable to pray. "I must pray my friends. I need answers that no mortal can answer." When at such a location, Thomas kneels and goes to Alemi in prayer. He asks his lord specifically about the call to arms and the words of Valdor 'Do not fear falling into disfavor with your Gods, they have sent the call to arms.' This is a comment that Thomas has thought much about in the short time since its utterance. He does not feel that even in times of war should he put aside Alemi's laws of mercy and justice. A lesson Thomas was reminded of in Hook City when he brought about disfavor by killing an unconscious Bear. He will remain in prayer until he is satisfied with the response or his own intuition.

Sly Foxx and Luke 
Monday March 18th, 2002 5:43:42 PM

After every body was done asking questions, Sly will follow the party back to where ever they will stay. Sly will be beside Sir Thomas, even when Sir Thomas prays. Sly will sit in a corner near Sir Thomas and study in his traveling Magic Book. He will study Flaming Sphere, Web, Magic Missels,Charm Persons,Read Magic and Detect Magic. Sly will stay there until Sir Thomas is done. Luke will lay beside Sly.

Altemia 
Tuesday March 19th, 2002 1:32:46 AM

Altemia follows the others when they leave, thanking Mattric for his time. Thoughts and ideas tumble through her head as she tries to decide what to do and how to do it. Figuring rest would be the best thing for her, she rests before preparing her spells for the day and meeting the others.

Trace and Radiant 
Tuesday March 19th, 2002 4:07:07 AM

Trace thanks Mattric and bids him good night. We need to set out goals to achieve and a timeline that we can go by. We need to attack vitals areas of communication they have with each other and profits they gather to keep the church running. We also need to take out keep leaders in a hope to cause confusion and disarray that way it will be hard for them to have a corridnated defense. I feel that these need to happen rapidly once it has begun.

Wet and Red (DM Cayzle) 
Tuesday March 19th, 2002 6:51:25 AM

Mattric reveals the that the former Domi temple collapsed when Domi died. He gives directions to the former Alemi temple, but he says that no one but him remembers it now. "This place, this realm of nightmares, makes you forget. People have forgotten how long they have been here. They have forgotten the gods they used to know. After months or years ye too will forget. But in my dreams I remember."

He has no robes or disguises. The only town he knows is Wane, although rumor says that shadow roads lead from Wane elsewhere. If you venture out during the day, it is fairly safe, if you keep to the roads. But the children of the night make it dangerous after the day ends.

Outside, it is raining, but the clouds have parted to show the moon. And the face of the moon is smeared with red. Sir Thomas has a slight sick feeling in the pit of his stomach.

The group returns to the Pellet Can. As they step inside into the lamplight, they see that they are all covered in red! Whatever it had been raining, it wasn't just water.

After cleaning up and drying off, the group settles in, preparing for tomorrow.

Sir Thomas and Ilsidur, as they prepare spells and pray, find that it takes twice as long as usual. And there is a strange disconnect -- the divine powers are distant from this place, and their touch is a mere whisp of what it normally is. No one gains the usual reassurance that reaching out to the divine usually provides.

Luke and Radiant are restless, waking several times in the night.

In the morning, the group talks about their next step.

Sly Foxx and Luke 
Tuesday March 19th, 2002 12:14:26 PM

Sly wakes up with a start, because Luke is restless. Sly washes his face and then takes Luke for a walk out side, a slow walk because he cannot seem to get his though together. It seems he has no energy, noe is he hungry. When he get back to the Inn. He ask evrybody if they feel rested, because He sure don't.

Sir Thomas 
Tuesday March 19th, 2002 3:57:57 PM

AFter his prayers and resting for only a few restless hours Thomas decides it would be better to go ahead and rise to start the day since it was not helping him to sit idly without really resting. He joins the group as soon as they begin to stir for the morning.

He starts by trying to focus everyone to the same idea. "As Mattric suggested, I don't think that attacking the temple as if it were an army is the best plan. No offense intended toward Trace, but I don't think we can successfully cut off their lines of communication or revenue with only our small number. I think Ilsidur may have struck on our next best bet. I think that the forgotten temple of Alemi may be our next best effort. We need to find a way to make things more even so that if fighting the temple and all of its inhabitants is necessary we won't all become dead fools. I took Mattric's dream to mean my family of mortals. I think Ilsidur may have something when he says it means my father Alemi and his home. I think that before we look into the temple of Mattric we should search the temple of Alemi. Maybe we can find a way to draw the clerics out of Mattrics temple a few at a time and thereby have a better chance.

"I want you all to know that I desire Alemi's presence and that may also be influencing my desire to go to the temple of my lord . . . I won't lie to you. However, my connection to Alemi was weak last night in my prayers, so I feel a great urgency to return from this place called the Void. If we are to expedite our return from this place I think we must take Mattric and as many people with us as possible. And for those who are left behind we need to leave free of Marteus' influence.

"I really wonder how the cult gods can keep influence here but that the older gods cannot. I think the answer has something to do with worship and that we may find something at the temple of Alemi.

"That is my feeling as to where we sit now. Maybe if Trace or Sly were to try to go into the temple stealthily or without intent of attacking it that they might be able to find out more about what is going on there. I'm not sure it is a good idea to split up though. Am I rambling, or are you guys following?"

Thomas shuts up to allow people to respond. He feels that he has put all of his feelings on the table and he hopes others do too.

Altemia 
Tuesday March 19th, 2002 11:11:25 PM

Altemia joins the others in the morning for a discussion on what to do.

"If I remember correctly, the ruby is the symbol of Alemi. And with the ruby bricks of your home, Sir Thomas, the dream very well could be referring to Alemi's temple. I think that is a good place to start. We don't know enough about Marteus or his following here to make a difference yet.

"I think before we check out Marteus' temple, we all go the one of Alemi. But, it illegal here to do so. We will have to do so quietly. Perhaps in the evening right before dark. I don't like the thought of being out during dark with whatever is out there too, but at least there shouldn't be that many people around to see us. And during the day today we can get to know the town and the people in it a bit better. Feel out what their thoughts and feelings about Marteus are, maybe."

Trace and Radiant 
Wednesday March 20th, 2002 1:48:12 AM

Trace sits and listens while feeding Radint his morning meal. "Agreed, maybe I am thinking on a grand scale of stopping them but it will come to that. I am not sure how long we can draw the clerics out a few at a time before the whole wasp nest comes down upon us. I wonder how many we are talking about. We need a test to see what we are dealing with. We need to know how strong they are and how many. With Void and Bear we knew what we had because of all the run ins with each other but this I fell like I am fighting blind. I agree with going to the temple of Alemi casue if misfourtoune should come upon us, a revived temple of Alemi would be our best bet to heal or come back like Uteva did."

Ilsidur 
Wednesday March 20th, 2002 8:59:30 AM

Ilsidur struggles to connect with his lord Marmathon Dur for his dawn prayers. He prays for guidance for the day for himself and his friends, realizing that today they are heading out almost blind. However, since Marmathon Dur is the god of exploration and discovery, the day promises many opportunities, as well. [OOC: Cayzle, Ilsidur will keep the same spells for the day.]

"I agree, we need to explore Alemi's temple. However, Altemia, I disagree with approaching at dusk. The best information that we have been able to get is that the town is relatively safe during the day, so I propose we head for the temple right away. That way, if we spend some time in the temple, and have to leave in a hurry, we won't be out at night."

[OOC: Cayzle, can you please provide a little more information regarding the directions to the temple that Mattric provided? Is it located in the city? Is it outside the city? Is it in a deserted area, or will we be observed by townspeople as we approach it?]

Sir Thomas 
Wednesday March 20th, 2002 9:57:45 AM

"I agree with Ilsidur. I think it will be just as safe during the day as it will be at night. If you'll all remember when we showed up it was day time and the streets were mostly abandoned. Plus, time is not on our side. Our ties to our gods are weak here, and from what Mattric said they are growing weaker all the time. That is a scary thought . . . so scary that it will prompt me to push the group to start our investigation now rather than later."

Intruders at Alemi's House


Under a Red Sky (DM Cayzle) 
Wednesday March 20th, 2002 1:54:45 PM


Over a nervous breakfast, the group's conversation focusses on the old Temple of Alemi, now forgotten and empty, according to Mattric. Most agree that more information is needed. Thomas's upset tummy from last night still plagues him.

At Thomas's urging, the group decides to begin its investigations. Uteva is nominated to stay at the Pellat Can, with the horses, and with Sir Thomas's Trump Card. That way she can contact him, and he can use her Trump Card to call her.

Outside, the overcast sky is covered with red clouds. There are bats -- many bats -- flitting above the rooftops. Yesterday was cloudy, but this is most unusual! It must be unusual for the townsfolk -- even the normally stoic commoners are looking up, and rushing about so as to spend as little time as possible in the open streets. There are puddles of last night's red rainwater in the sewers and streets -- the locals walk around them.

Near the center of the town is the square that was home to all the temples. Now most are ruined or closed -- only the dark temple of Marteus still thrives. In fact, it has been expanded, and it looms over the square, as if gloating malevolently. The former Temple of Alemi, built of red sandstone, stands opposite it. The door is open.

Being discreet, the group's investigations show that people, mostly dressed in black, do enter and leave the Temple of Marteus.

Roll a spot check vs. DC 12 to notice that a very few black-robed individuals enter the Temple of Alemi.

Everyone can also roll an Int check to notice that the bats are casting shadows on this strange and overcast day.

Roll a Reflex Save vs. DC 10 or a bat has flown low over you and its shadow has fallen on you.

If it's shadow falls on you, roll a Fortitude Save vs. DC 10 or get the shivers.

[DM Notes: Is there anything else anyone wants to do near the Temple of Alemi? So far you've done nothing to attract attention. I'm assuming Holy Symbols are worn out of sight, right? I'm sorry to force your hand and move you out of the Inn, but events proceed apace and we are already slightly behind!]

Sly Foxx and Luke 
Wednesday March 20th, 2002 2:06:49 PM

"Well,Trace, I agree with Sir Thomas. I would love to snoop around that Blackheard Temple. How abot it?" ask Sly.

Sir Thomas  d20=8 d20=6 d20=15
Wednesday March 20th, 2002 8:40:58 PM

Rolled Spot 8 + 2 = 10
Rolled Int 6 + 1 = 7
Rolled Reflex = 15 + 5 = 20

Thomas retrieves his cloak from his backpack and puts it on over his armor as he would if it were raining. He draws up the hood to obscure his face and makes way for the temple of Alemi in a poor excuse for a disguise. At the least he might get away with unobservant parties not paying attention to him or is armor and weapons. Traveling with the group, Thomas does avoid to be caught in a bat's shadow.

When arriving at the square, Thomas doesn't notice the black robes walking into the temple of Alemi. (Yes, Thomas wears his holy symbol under his robes.) After only a short delay on the outskirts of the townsquare, Thomas makes way for the open entrance to the temple of Alemi. He walks in and steps to his right to be concealed from outside view by the wall of the temple. He lets his eyes adjust to the slight change in lighting and takes in the sights of his lord's holy domain. He tries to prepare for the worst since all signs point to desecration.

Altemia  d20+13=28 d20=12 d20+3=12
Wednesday March 20th, 2002 8:46:44 PM

Altemia watches the Temple closely and sees a few priests entering Alemi's temple (Spot 28). A bat flies over her head, but she steps out of the way of its shadow (Ref 12).

"We aren't dressed to attend Marteus' temple. Let's stick with Alemi's. I've seen a few black robed priests entering Alemi's temple. If we go in, we need to be on our guard. It might be a good idea if someone got up to the door quietly and had a quick look inside. I have sharp eyes, but I don't know if I'd be quiet enough."

Trace and Radiant  d20+9=23 d20+4=12
Thursday March 21st, 2002 1:51:15 AM

Me and Sly are going to try and investigate a bit. We will enter as new followers and tell of our expirence with the traveling gypses and how we come to to learn of the group. We will claim to be mercs and our journeys end has brought us to this town. What do yall think?

Initial Investigations (DM Cayzle) 
Thursday March 21st, 2002 6:38:38 AM

Trace and Sly do their best to sneak up to the door of the forgotten Alemi Temple. Does Sly have Armor On or Off? Please make Move Silent and Hide rolls, you two.

Ilsidur, Sir Thomas, and Altemia hang back and wait for a signal.

At the Temple, the windows were smashed long ago. Parts of a statue, much defaced, stand near the entrance. So far Sly and Trace see nothing -- inside is an open concourse. The coast seems clear. Just how clear may depend on those sneak rolls.

Trace and Sly, do you motion the others to enter? Or enter alone to check it out? Do you two stay together or split up? Are Luke and Radiant with you?

Sir Thomas  d20=1 d20=4
Thursday March 21st, 2002 11:18:39 AM

(Rolled 1 + 10 = 11 for self-imposed Will save to not approach the desecrated temple of Alemi. I felt that it was warranted because of Thomas youth, strong head, and strong feelings toward his faith. -- no problem. This is a fine way to play. Well done. -- Cayzle)

Thomas notices Altemia's observation of cleric activity around the temple only after she points it out. Despite seeing the danger, Thomas can't stand to see his lord Alemi's temple desecrated in such a way. It makes him sick. He tried to prepare himself for what he might see, but his imagination did not do a sufficient job. "I can't help it you guys. I can't stand by and see this." He rushes toward the temple and into the door; glad that Pryte-Honos cannot see this, but wishing for the company of his friend.

When he has arrived, his hood has fallen off of his head and away from his face. He suerveys the scene and looks for any clerics to approach . . . to talk at first.

Ilsidur 
Thursday March 21st, 2002 2:17:25 PM

Ilsidur casually walks in front of the doors to Alemi's temple, then 'accidentally' spills 10 or so gold pieces on the ground in the mud. He spends some time trying to find them, all the while keeping his eyes and ears open, glancing through the open doors. If he hears any alarm calls from Sly or Trace, or anything that could be threatening, he forgets the money and runs into the temple. Otherwise, he collects his money and moves on.

Sly Foxx and Luke  d20=19 d20+1=16
Thursday March 21st, 2002 2:49:03 PM

OOC:Sly has his armor on. Move Silently 19 - Hide 16.

Sly will follow behind Trace, Luke will follow behind Sly and hope that nobody follows Luke. Sly will go along with any lie (or should I say story) that Trace will. "Trace, I don't see anything out of the ordinary, Do you?"

Altemia  d20+13=30
Friday March 22nd, 2002 9:16:04 AM

Altemia continues to wait on some sort of signal from the two scouting. She keeps a lookout to make sure that no one is paying special attention to the group or notices Trace and Sly making their way into Alemi's temple (Spot 30)

Battle, calls us, follow. (DM Cayzle) 
Friday March 22nd, 2002 6:05:09 PM


Trace and Sly sneak into the temple. They move deeper into the concourse -- a kind of large welcoming hall. Once upon a time it was beautiful -- artwork must have filled the rows of niches on either side. Now there is only rubble. The head of one statue -- is it a depiction of Great Alemi Himself? -- has been placed upside down on a pile of broken red glass, and a black boot stands upright on top of the head. There is a clear way down the center into a vast open space within -- the central nave, no doubt. On the sides, among the broken statuary, ruined furniture, and rubbish, there are lots of places to hide.

At first, they see no one, but from within the ediface they hear something. A low humming. It brings to mind angry wasps, or the sound a wizard's hand makes just before he touches you with a Shocking Grasp.

Ilsidur tries his ruse, but so far as he knows, he is playing to an empty theatre, since no one is around, at first. And his performance is interrupted by Sir Thomas, who -- unable to hold back -- finds this homecoming to be an unsettling experience. He stands just inside the doorway, taking in the ruin, the desecration, and the unpleasant sound from deep in the Temple.

With Trace, Sly, and Thomas inside, and Ilsidur intent on the ground, Altemia is the first to notice the sky getting darker. The bats are flying more and more thickly. From far off Altemia hears a rhythmic pounding sound. This sound is far off, very far off, but rapidly getting louder. It is a compelling sound, like a drum beat, and it sets one's feet moving -- or marching. The marching gets louder.

People start to appear, from the Temple of Marteus, and from other buildings. They are headed towards the marching sound, off to the north, as if they were drawn. Some are running -- none are dawdling as they cross the square. The shadows of the bats fall on them, and they flinch, but keep moving just as fast -- or faster. A few walk within earshot of Ilsidur, but they ignore him.

Altemia and Ilsidur, please roll a Reflex Save vs. DC 15 or a bat has flown low over you and its shadow has fallen on you. Ilsidur, take a -2 penalty for looking down instead of up. If a bat shadow falls on you, roll a Fortitude Save vs. DC 10 or get the shivers.

Now, inside what was Alemi's Temple, Trace, Sly, and Thomas hear the marching rhythm. From within the Temple there are voices raised, and about five black-robed people run into the concourse and head through the hall. They don't even glance at Sly and Trace, and they shoulder Thomas aside if he is in the way. If you ignore them or talk to them, they just run out, shouting, "Get out of here!" If you want to attack them or interfere, please give your entire battle strategy, with contingencies -- not just the first round.

The rumbling marching sound gets louder, and nearer, but it is still far off. It resolves into a song. There should be no way to understand the words -- it is far far away -- but you do!

Dark One calls us, calls us, calls us, calls us, calls us.
Follow, Master, follow, follow, follow, follow.
Come to battle, battle, come to battle, battle.
Follow, calls us, battle, calls us, battle, follow.
Calls us, battle, follow, follow, follow, calls us.
Battle, calls us, follow, battle, calls us, follow.

It is a dirge-like, hypnotic sound, clear from miles and miles off, but it does not touch our heros, and they feel no compulsion.

The bats fly.

Sir Thomas  d20=20 d20=14 d20=14 d20=6 d10=8 d10=1
Friday March 22nd, 2002 6:37:52 PM

Being very perplexed by the events that are going on all around him Thomas lets the clerics go freely past, except for the last one. This one he pushes (rolled 20 + 13 = 33 to hit dmg not intended?), hopefully preventing him from making it through the door. Thomas draws his sword and points it at the man (readied action to strike the man with his shield if he resists. rolled 14 + 8 = 22, dmg?). "What are you running from?" Thomas' tone leaves no doubt that he very seriously wants to know. Thomas' tongue is quick to continue while the man recovers from the push. "Quickly and we can both leave, otherwise one of us is in for it." Thomas positions himself in the door way and takes a glance at the backs of the other clerics to be sure that they are not returning for their friend.

Thomas lets Pryte know that he wants him by his side. Pryte in turn will do whatever necessary to get there. He will kick the door until it shatters or get someone's attention and continue to be wild and untame until someone lets him out and then he calms down. Only when he is on his way to see Thomas does he stop being such a pain, and then it is nothing but business to get there.

If the man attacks Thomas, he will try to subdue him with his shield (see readied action above) If the man persists, Thomas will kill him. (Rolled 14 + 13 = 27 and 6 + 8 = 14 to hit; dmg rolled 8 and 1 + 5 and + 5 = 13 and 6 dmg) Thomas will continue in this way until either the man is dead, or preferrably, the man tells him why he is running and what from.

If the other clerics attack him, Thomas fills the door so that they cannot get inside to surround him or get to his friends. He pulls Ilsidur inside too. He will simply hope that Alemia will not step in from that side of the fray and that Trace, Sly, and Ilsidur will take care of the man in a position to flank Thomas.

While they fight Thomas inquires, "This is unnecessary. I just want to know why you run. Tell me why you run from this place that you have so elegantly desecrated." the sarcasm in his voice is evident. He will simply kill them until they either tell him what he wants to know or leave.

When the fighting is over Thomas adds, "Friends, I don't think we should go down there, but I must admit that I am drawn into that maw. Pryte-Honos is on his way here if we want to stay on the surface."

Black-Clad Human (DM Cayzle) 
Friday March 22nd, 2002 7:27:31 PM

The man Thomas stops speaks freely. "The Forces of the Night! The Army of Dread! The End of the Wold! Come and see it! Come and join it! The Great Lord Arises! ARISES!!"

His expression -- is it fantastic joy or incredible terror?

He runs out unless someone stops him.

Sly Foxx and Luke  d20=12 d20+4=15 d4=4 d20+10=28 d4+3=7 d20+3=9
Sunday March 24th, 2002 11:39:35 AM

Trace, did Sir Thomas want some Black Robes before? Here's our chance to get two of them. What do you say?

If Trace goes along with the idea. Sly will try to talk him (black robe cleric) into giving it to him (role a 12 I don't think he got any where). "Now I'm not asking for the robe I WANT IT!" Sly said and hit him with his fist (rolled a 15 - damage 4 maybe) Now if the cleric arms himself, Sly will take his dagger and go at him (role a 28 - damage 7) All the time that Sly is scuffling with the cleric Luke will be pulling on the robe to impair the cleric moves (roll a 9 did not role for damage because the dog was just pulling on the cloak).

Now if nothing works, Sly Will just follow the Trace and Sir Thomas (I know the paladin will not like what I did).

Trace and Radiant  d20+8=19 d20+11=26 d8+4=6 d20+6=14 d8+4=12
Monday March 25th, 2002 12:15:25 AM

(ooc: I didnt realize I missed a post)

Trace grabs the cleric, "Not enough info my friend. Who are we about to fight? We want to join you but we need to know the enemy. Where is he ariseing?" Trace tries to hold the priest still so that he will answer his questions. If the preist starts to show any clarity in his thinking that someing else is going on in front of him he will draw his long sword and attempt to kill the cleric. Radiant flies to a rafter awaiting for his master.



Altemia  d20+3=9
Monday March 25th, 2002 7:12:18 AM

Altemia stands there listening to the chanting and forgets to pay attention to the bats. The shadow of one crosses her and she shivers (Ref 9).She watches as the others attack one of the clerics, but makes no move to help (unless they need it).

Altemia begins to make her way up to Alemi's temple. "Let him go, Sir Thomas. It looks like everyone is under a compulsion to leave. Someone is calling them to battle. I think we are possibly going to have Alemi's temple to ourselves. The call for battle didn't touch us, there may be others that it didn't call."

Ilsidur  d20+3=6 d20+10=20 d20+3=13
Monday March 25th, 2002 8:36:51 AM

As Ilsidur is bending down in the street, picking up his coins, a bat-shaped shadow passes over him. He is distracted for a moment, but shakes off any ill effects. [OOC: Missed reflex save, made fortitude save.]

Ilsidur watches the black-robed figures pile out the tepmle, and head to the north, following the voice. He moves into the temple, in time to see Sir Thomas, Trace and Sly accost some of the priests. "I agree with Altemia. I think our answers lie inside this temple. Let's have a look around, and then we can head to the north to see what this battle is all about."

Ilsidur moves into the main room, and briefly examines the stonework in the area to see if anything looks odd or unsafe. [OOC: Search stonework roll of 13.]

Carnage (DM Cayzle)  d20+7=23
Monday March 25th, 2002 1:51:00 PM


Altemia feels the bat's shadow fall on her, and she shivers for a moment, but then it passes quickly. (OOC: You didn't make the Fort save -- I did it for you and you rolled a 23.)

Inside the Temple, Sir Thomas pushes the last of the black-robed men, who babbles something about armies and night. Then Sly and Trace make short work of the him.

Sly's fist crunches agains the man's nose, and he feels the bones in the man's face breaking. Sly's fist is wet, with blood, maybe, or just with snot. Then Sly stabs deep with his dagger, and the youngster's strong thrust pushes the blade far into the man's abdomen. For a moment it catches, caught on a rib, and Sly feels the man's pulse beat wildly against the dagger's blade. Hot blood gushes out, so that both of Sly's hands are wet.

The man staggers, and tries to defend himself. "No! No! No!" he cries as he tries to stagger away. Luke barks at him, and blocks his exit.

Trace grabs him and spins him around, but the man does not respond. So Trace's sword thrust finishes the job, disembowling the man, slicing through his viscera, so that long shiny loops of gut fall out and down, along with blood and clumps of foul fresh excrement. The man trips on his own intestine, falling, gurgling as he dies.

Ilsidur and Altemia come into the Temple hust in time to see a spreading puddle of blood run across the floor. Luke runs up to them in welcome, leaving red doggy-prints in his tracks. He pants, and licks at one foot, tongue lolling.

Everybody, please make a Will save.

Now all five can hear the weird angry humming that comes from deeper in the Desecrated Temple of Alemi. Ilsidur inspects the floor -- where it is not obscured by blood and worse -- and sees the marks that many very heavy things have been dragged deeper into the temple, scratching and scoring the floor as they were hauled in. otherwise the structure seems sound.

Altemia  d20+7=19 d20+6=19 d20+7=25 d20+13=30
Monday March 25th, 2002 2:47:31 PM

(OOC: Oops...sorry Cayzle!)
(Will 19)

Altemia walks in and sees the blood covered floor and dead priest. A look of horror covers her face and she turns to Sir Thomas, "Did he fight or did you just let them kill him in cold blood? No one else I saw outside had anything on their mind but following the call!"

Altemia looks once again at the carnage laden floor before walking deeper into the room. She skirts the blood as best she can and gives Luke a stern look so he does not come near her while his feet are covered in blood. She walks near the walls and begins to quietly move closer to the sound keeping her eyes peeled as she goes (M Sil 19, Listen 25, Spot 30)

Sly Foxx and Luke  d20+5=23
Monday March 25th, 2002 4:31:19 PM

OCC Will 23

"No Little Sister, I didn't kill him in cold blood, He more or less ran into my fist and I broke his nose. Them he drop dead. Now I can take The Black robe." Sly will wipe his hands on the young cleric shirt and Luke paws on the cleric handkerchief. Then take the robe and check for holes.

Sir Thomas  d20=3
Monday March 25th, 2002 5:59:12 PM

(Rolled 3 + 10 = 13 for Will save)

Shocked at the way his friends quick work with the defenseless cleric, Thomas just watches. He did not intend to kill the man unless he wanted to fight. In response to Altemia's horror he says, "it was over before it began. I did not allow them to do anything. We can talk about it later if you would like. I think there are more important things right now; though I do not agree with their actions." Thomas gives both Sly and Trace a very stern and disapproving look. He then tries to reach a justification so that they can all still work well together in the face of this craze. "Maybe what they did will save our lives. Let's put it in the back of our minds. I suggest we hurry."

[OOC: What of Pryte-Honos? If he is having trouble leaving the stable then Thomas will advise him to sit tight. If Thomas knows he is on his way then he'll make sure the horse can get into the old sanctuary and obtain safety from onlookers.]

Thomas, sword and shield at the ready, makes his way hastily, yet cautiously, for the place from where the clerics came.

Ilsidur  d20+9=23
Monday March 25th, 2002 11:34:45 PM

Ilsidur watches, jaw agape, as the fighters slaughter the priest. He shouts, "What do you think you are doing?!? What has that priest done to hurt any of you? Sir Thomas, clearly you detected that this priest was evil, to cause and allow such actions!"

He stomps past the carnage in disgust, shaking his head. "Boy, some bunch of heroes we have turned out to be," he thinks to himself.

Ilsidur continues on down the corridor, following the scratch marks, and heading towards the wierd humming, searching for a real threat, worthy of attack.

Ilsidur 
Monday March 25th, 2002 11:35:29 PM

[OOC: The roll of 23 was the necessary attempt at a Will save.]

Trace and Radiant 
Tuesday March 26th, 2002 2:06:28 AM

(OOC: lol man I didnt mean for that to play out like that but ohwell, more drama for our group.)

Trace shakes his head with his hands upturned as to show his clueless state of the situation that just unfolded. "I just wanted to bleed him alittle to get more clear answers out of him. Even though that has to be the most horrible thing I have ever done besides dropping some nasty orcs caught up in vines, this was truly an accident. None the less it keeps our identy clean for now." Trace draws his new silver short sword to compliment his bloody long sword. As the others file past him and his mess he reaches down and cleans the blade of his sword and then follows after dragging the cleric out of sight.

Cayzle 
Tuesday March 26th, 2002 2:19:43 PM

Sorry for the delay, friends. I'll post later today, as soon as I can!

Sir Thomas 
Tuesday March 26th, 2002 3:23:19 PM

[OOC: just needed to respond to keep Thomas name clean. Sorry for the early post.]

As Thomas hurries deeper into the temple he responds to Ilsidur in much the same way he responded to Altemia's. "You are entirely in the right Ilsidur and I'm sure that I disagree with the way that turned out just as much as you do, but I think later would be a better time to discuss those actions. And, I'll have you note that my blade is clean of any blood. I simply wanted to prevent that man from leaving so that we could have an answer or two." Thomas holds his blade up as evidence to his innocence. He speaks more sternly in the next sentence and looks directly at Trace and Sly. "It's just that some of us are less interested in determining truth and justice and more interested in making ourselves feel powerful and righteous." He then turns and continues to go toward the heart of the old temple.

Ilsidur 
Tuesday March 26th, 2002 5:56:41 PM

You are right, young Sir. Perhaps I overreacted. However, you have the ability to detect evil intent, and I think you should be using it a little more, especially when we need guidance about who is and who is not a threat.

Nave of Defilement


Much to Shake At (DM Cayzle)  d20+6=16
Wednesday March 27th, 2002 7:34:34 AM

[OOC: Trace, you didn't make your will save, so I did it for you (above) -- 16]

As Sly takes the soiled black robe off the corpse, and as Ilsidur listens to him declare his innocence, Sir Thomas begins to shake. It is his slightly delayed response to the brutal scene in which he participated. It is not fear, exactly, but Thomas remembers the very first time he saw a man die, and he feels that way again now. Thomas might wonder why he -- a battle-hardened adventurer -- is having such a reaction to a scene not unlike others he has encountered before. Something about this place, like the uneasy feeling he has been having lately in his belly, has combined with the smell of blood and death to somewhat unman him. It is not a disabling thing, this shaking, and it is not very noticeable -- Thomas is sure he could fight, though maybe not at the apex of his form. But something about the carnage has served to unnerve him.

Everyone else, roll a spot check vs. DC 15 to notice Sir Thomas's distress.

Thomas senses his warhorse moving at speed, now, through city streets, coming toward the Desecrated Temple. Is that comfort he feels through his link with his warhorse? Is it touched with the faintest trace of disdain?

But none of this keeps Sir Thomas from his duty, and he joins the group in advancing deeper into the temple.

The sound of angry humming grows as the group advances. It is like a hundred wasp nests, or the sound a hundred bending sword blades might make in their stress just before they snap.

The sound of the marching and singing also still penetrates into the building, although faintly.

As they walk down the concourse toward the nave, there are openings and doorways to both the left and right. Two clearly go to small chapels. Two turn into halls. Two lead to rising stairs.

Radiant begins to keen, and then flies back to the entrance. The bird will go no closer.

As they approach the nave, then, Altemia, Ilsidur, Sly, Thomas, and Trace peer into the dark vast central hall. Once this was a place of beauty and joy. Light streamed through paned windows, and the sun brightened the crowds that came here to worship. Now those windows are broken, and although light streams in, it illuminates nothing. Instead, it is absorbed in some way, by something in the center of the nave. It is as if the light were a liquid, and the thing were a sponge. It is from this that the humming arises.

To one side is a cage or corral of some kind, and it is filled with figures standing still. There are also figures moving around the thing, but it is impossible to make out how many, or what they are doing.

Oh! One thing seems clear. Some figures have removed another figure from the cage, and lead it to the thing. They push the figure at the darkness, and you cannot see what happens. But the scream that rips through the air tells the tale. The humming amplifies ten-fold, and the sound of the marching also builds. The figure does not reappear.

All this you witness as you crouch in the Concourse, just at the entrance to the Nave. You have not been noticed -- yet.

Sir Thomas  d20=3 d20=11 d20=3
Wednesday March 27th, 2002 8:21:07 AM

(Rolled 3 + 1 or 2 INT = 4 or 5 to get accurate estimate of numbers. Sorry, no CS at work.)

Thomas tries to get an accurate numaber of foes that are at work in the temple, but it seems this shaking has affected more than his nerves; he can't seem to remember the numbers he logs in his head long enough to add the new to the old. "How many are there you guys? I'm having a little trouble counting them." Since he apparently can't help count, Thomas spends the time that his friends do that detecting evil around the room. He reports his findings.

Thomas begins to feel a little frustration begin to build in the pit where his stomach used to be. "Friends, I cannot let this go on any longer. Pryte-Honos is on his way here. I am going to get him and ride into the crowd down there. That will be sufficient distraction for you guys to steal some of the people from the cages. I have a feeling that the people they are pushing in have special significance for what these beings are doing. I bet that if we can save them that we can bring this to a premature close; preferrably close together for safety of numbers. Go set yourselves up around the perimeter while I get Pryte. This is not up for discussion. Hurry, be safe, and may all the powers that be watch over your souls for safety and protection. Oh, and don't start without me." Thomas gets up and leaves the congregation room as quietly as he is able. He pulls loose of anyone who wishes to stop him (rolled 11 + 4 STR = 15).

Once outside of the room he begins to sprint for the place that they entered (rolled 3 + 2?CON to keep pace the entire trip) [OOC:I wasn't sure how far or if necessary]. Once there he gets Pryte (I'm sure it won't take the horse long to arrive.) and charges back toward the congregation room.

Sly Foxx and Luke  d20+3=17
Wednesday March 27th, 2002 3:40:15 PM

Sly wonders wht up with Sir Thomas and look down at his hands. The blood on them look like the red mist the other night. Sly and Luke will follow and Sly will put on the black cloak. And take his place where Sir Thomas told him to be, BUT it's going to be hard to hold back untill Sir Thomas gets back.

Ilsidur  d20+4=23
Wednesday March 27th, 2002 11:03:09 PM

Ilsidur slides over to Sir Thomas, notices he is in some sort of distress, and whispers, "I don't know how far your horse needs to travel, but we can wait here for him if you want. However, those 'priests' seem to be powering that obviously evil shadow with the sacrifices in the cages. So, I will wait until either your horse gets here, or the 'priests' make a move towards getting another sacrifice. Then, I suggest we charge. But first, Sly, if young Sir's horse doesn't get here in time, and the 'priests' move towards the cage, I suggest you run into the room wearing that balck robe, and shout out that the temple to Marteus across the road is being attacked by creatures flying with angel wings. Maybe we can get them to split their forces."

Trace and Radiant  d20+9=22
Thursday March 28th, 2002 1:42:34 AM

(ooc: Radiant is an attuned eagle and thus needs no moral check so I belive that he remains)

Trace raises his right hand where the mark resisdes and sees that yet once again it grows to a deep red as in the past. He hauches down in a protective stanse keeping a sharp eye out around the party (spot 22) for danger with swords drawn. "I sure wish Uteva was here, I could use a bit of singing to for this task."

Altemia  d20+1=14 d20+6=21 d20+13=28 d20+1=18
Thursday March 28th, 2002 9:20:53 AM

Altemia does her best to stay hidden in the shadows (Hide 14). She moves very slowly as she pulls out her sling and a handul of silver bullets. Altemia shakes her head a Sir Thomas plan to just rush in, but she realizes that there is no chance of convincing him otherwise. Instead, she begins to very slowly and very quietly (M Sil 21) move around the shadowed room to the far side. Altemia stays watchful as she moves, hoping to understand more fully what is going on (Spot 28, Spellcraft 18)

Far off a bell peals faintly (DM Cayzle) 
Thursday March 28th, 2002 2:54:39 PM


Although Sir Thomas intends a strategic retreat and return, he does not get far. As he scans the room for evil, the sick feeling in his stomach immediately grows a hundred-fold worse! Sir Thomas, roll a Will save vs DC 20. If you succeed, you are stunned for a round. If you fail, you collapse helpless for a round. Also make a Fortitude save vs. DC 20. If you fail, you are violently ill. If you make it you manage to keep your breakfast down.

Sly puts on the black robe.

Ilsidur considers strategy with Sly and then goes to Sir Thomas's aid.

Howsoever loyal and true Radiant may be, Trace sense the foullness in the nave of the Temple and knows that no normal animal would willingly come near that thing. Trace considers the symbol on his hand, and has the odd feeling that somehow it is considering him!

Altemia enters the Nave, and feels a psychic twang. She gets the sense that the abomination in the Nave is some kind of infernal machine. But even more striking, the tattoo on her hand tingles, and in her head she hears the sound of a bell faintly ringing. In fact, everyone (except perhaps Sir Thomas) perceives the same thing.

Both Altemia and Trace notive movement in the corral, among the captives. Is Altemia heading around the room on the side of the corral, or on the other side?

Sir Thomas  d20=15 d20=7
Thursday March 28th, 2002 6:35:59 PM

Rolled 15 + 10 = 25 for Will save
Rolled 7 + 11 = 18 for Fortitude save

Thomas cannot continue to look at the scene in the room. Suddenly he begins to vomit violently. He does not appear to be able to do anything except continue with the purging act.

[OOC:I hope it is a quiet purging. Good idea Ilsidur. :-)]

Captive One 
Thursday March 28th, 2002 6:37:57 PM

One of the figures, in black robes, begins to unlatch and lift the bars which keep the corral shut.

Altemia 
Thursday March 28th, 2002 6:41:25 PM

Altemia is moving toward the corral.

Sly Foxx and Luke 
Thursday March 28th, 2002 6:57:45 PM

Sly put on the Black Robe. He also thinks that Ilsedur plan a good one. Although he feel funny inside his guts. When the black figure starts to unlatch the corrall. Sly Will run into the roomand say "Marteus Temple is beeing attack by flying creaures with white Angles wings." But Luke for some reason of his own, will not (for once) follow Sly.

Captive Two  d20+2=5
Thursday March 28th, 2002 7:55:26 PM

A figure in the corral rips the a medallion off his neck and throws it on the ground. He stomps on it many times, before he is satisfied with it's destruction. The small figure attempts to yell and scream for help, only to see that it is of no use to him. He watches as another captive tries to move the bars and laughes.

He nimbly jumps forward to climb the corral, only to fall onto his butt. He looks down in defeat at the other figure who will soon be out. He looks around and then just waits.

"Open it already! I want tah get out of here. It's not fun. That necklace thing they put on us isn't fun at all. Why did they put us here?" The captive sees the fleeing priests and grabs the stomped jewelry which was previously controling him. He aims and then fires it off at their exit. "Yeah! And stay out!!!"

Sir Thomas 
Thursday March 28th, 2002 9:11:04 PM

[OOC: What kinds of numbers are we dealing with? How many priests, captives, and things throwing people into the "machine"? Is there a map in the process?]

Trace and Radiant 
Friday March 29th, 2002 3:14:56 AM

Trace whispers quitely to the others, "Ok Ilsdur, grab Sir Thomas and drag him outside to his horse. Me Altemia will back Sly and try to rescue the rest of the group in the corral and take the amulets off there necks like that other guy just did. I have a feeling we will come in a hurry and hopefully Sir Thomas will have his wits about him again by that time. If not lets make our way back to the inn. May be we can use the card deck for a last ditch effort to get out of here."

Altemia  d20+13=27 d20+1=2 d20+1=17 d20+6=15
Friday March 29th, 2002 8:59:05 AM

Altemia tries to get a better look at the amulets the captives are wearing (Spot 27), hoping to figure out what they are/do (spellcraft botched! if needed). She decides to keep moving closer to the corral still trying not to be seen (Hide 17, M Sil 15).

Ilsidur 
Friday March 29th, 2002 10:26:00 AM

Ilsidur turns to Sir Thomas, and casts detect magic, to see if he can tell what is affecting Sir Thomas. He looks over to see how the priests are reacting to Sly's ruse.

He whispers to Trace, "Hold on a minute, and give the priests a chance to react to Sly. I will try to help Sir Thomas."

Closer to Chaos! (DM Cayzle)  d20+2=7
Friday March 29th, 2002 4:18:07 PM

[OOC: oops! I didn't mean to imply that the figures in the corral were wearing black robes. Some are, some aren't. Outside the corral, everyone is wearing robes. -- Cayzle]

Note: Something is very strange about this place. It is huge, but the size is hard to tell. There are windows, but it seems thickly dark. You would guess that you could run from the Concourse to the thing at the center in about a round at full speed -- more or less. There are attendants, but it is very hard to tell how many, or what exactly they are doing.

The thing itself is at the center of the confusion. It is huge, but is it 10 feet long, or 50? Is it moving, or still? It looks black, or is that just the darkness is seems to exude? No one has really gotten a good look at it. There's no map, because it seems to shift as rounds go by.

Captive One manages to lift and wrench the bars holding the corral gate. Now it is open.

Captive Two seems to attract attention with his jumping and yelling. One consequence, though, is that no one is looking in Altemia's direction. And two black-robed figures start walking from the machine toward the corral. The floor is flat, but they are moving like they are walking up a steep hill! One hangs back and waves his hands. Captive Two, make a Will save.

Altemia gets a closer look at the corral. Everyone in it -- about 10 people? -- is moving in a zombie-like shuffle, except for Captives One and Two. Most look like commoners. A couple wear black robes. All (except Captives One and Two) are wearing something around their necks.

Thomas recovers from the reaction he got from Detecting Evil.

Sly runs in with his Bluff. That's another reason no one is looking at Altemia. I rolled Sly's Bluff check -- a charisma check, since he is untrained, with a +2 bonus for the robe he is wearing (roll 7). But Sly's attempt just isn't very credible. Moreover, he is amazed and striken at the close look he gets at the face of a black-robed attendent -- it is the pale face of a plague-victim, with running sores and cracked skin. And this person is slightly transparent -- is he even here, or is he a dream ofr vision? He must be real, because he speaks to Sly: "Depart!" he demands. Sly, make two will checks. Add your elvish +2 to one of them.

Trace talks to Ilsidur and prepares to back up Sly (How?)

Ilsidur helps Sir Thomas recover.

The humming sound that arises from the thing seems to take on a deeper, more urgent note.

[OOC: By the way, friends, my posting may be irregular on Monday and Tuesday as I try to DM while travelling for the holiday. Sorry in advance. -- Cayzle]

Sir Thomas  d20=20
Friday March 29th, 2002 6:56:40 PM

After gathering himself from the shock of what he saw with his detect evil power Thomas first reassures his friends that he is ok. "I am fine friends. I am quite taken aback by the degree of evil in this room. We cannot let it stay. I'm glad things are rolling now though. I still feel the urgency of being separated from Alemi. This needs to be resolved."

Thomas then summons Pryte-Honos into the sanctuary area that they are entering, however, he does not wait for Pryte to arrive before making a move of his own.

"I don't think they are going to buy Sly's ruse. I think this is a very bad idea, but I'm going to draw as many of them away from the corral as I can. You guys free those prisoners. I have summoned Pryte and he will come rescue me after you are gone. Let's join the fight started by Valgor . . . what's-his-name. I don't think we can win, but I think we can stop them from continueing."

Thomas casts bless weapon, then stands and moves into the sanctuary. He whispers as he walks past Sly and toward the machine. "Save the innocents that fuel this thing." His sword and shield are prepared for use and he raises testament to his intent.

"I am Sir Thomas Hurley, protector of Domi's honor and courier of Alemi's mercy. You have defiled this place of grace, glory, and good; and I will not stand for it. Stop your evil deeds or I will have no choice but to remove you by force. Please allow me to exercise Alemi's mercy. Cease these evil actions."

Thomas tries to make out more of the machine as gets closer. (Rolled spot check 20 + 2 wis? = 22)

Captive One 
Friday March 29th, 2002 7:36:22 PM

I open the corral gate and exit quickly. While looking around, I remove the black robes, throw them on the ground and spit upon them.

captive one without the black robes

Captive Two  d20+3=14 d20-1=15 d4+1=4 d4+1=5 d4+1=3
Friday March 29th, 2002 7:51:52 PM

The captive yells again, while trying to make out who is "saving" them. Or trying to save them, anyway. The captive rushes under the legs of any who are around and attempts to leave the corral. [Spot Check, 14]

He turns, watching the Black Robed Figure that doesn't quite look like the others. [Spot Check, 15] He notices that it isn't one of the black robes at all. He smacks his head at the futile attempt by whoever it is and spins to face the remaining real Black Robes.

If he has time to act, he moves his hands around, beginning a spell. His voice is spewing words that few would understand, and his eyes are focused on the farthest black robe. [Magic Missle, On the Black Robe who remained in the back and began to move his hands. Damage is 4, 5 and 3, from the three missles at level 5.] "TAKE THAT YOU MEANIES!"

Trace and Radiant  d20+9=16 d20+9=28 d8+4=8 d6+2=3
Saturday March 30th, 2002 1:56:37 AM

Trace licks his lips and smiles while the adrinlin begins to flow freely as he launches into action to the coral to help release the captives. Trace will strike the first priest that is moveing to the coral. (Trace hits with a 16 doing 8hps damage and hits with 28 doing 3 hps dmg. ) Trace moves himself inbetween the captives and the robed foes.

(did not roll 2nd attack for running, is that right?)

Ilsidur 
Saturday March 30th, 2002 2:08:38 AM

Ilsidur moves into the room , behind the two fighters, maintaining his detect magic, and turning it to detect the shadowy 'machine'. "You guys protect me while I figure out what this is, and how to turn it off."

Sly Foxx and Luke  d20+6=22 d20+5=13 d20+5=24 d4=4 d4=3
Saturday March 30th, 2002 6:42:41 PM

Sly take the orders from Sir Thomas, "Yes! Sir!" then proseed to punch the one that told him to depart. "Take this You Pasty Face Idiot. ( attack - 24 - dammage 4 - 3.) Now Sly will follow Sir Thomas with sword in hand and looking arround.

Will Saves - 22 - 13.

Captive Two 
Sunday March 31st, 2002 5:33:28 PM

[OOC: The captive yells again, while trying to make out who is "saving" them. Or trying to save them, anyway. The captive rushes under the legs of any who are around and attempts to leave the corral. [Will Save, 14]. The first paragraph of my last post should read as it is here.]


Battle in Shadows (DM Cayzle)  d20+4=21 d6+2=6 d20+3=22 d3+4=7 d3+4=6 d20+4=9
Wednesday April 3rd, 2002 6:53:46 AM


THE PARTY ACTS

-- Sir Thomas mentally summons his warhorse (who is actually already coming as fast as he can -- he'll arrive in about 5 minutes (50 battle rounds!). Then Thomas casts Bless Weapon, and starts to move into the room. [OOC: Note: I did not use all of Sir Thomas's given orders because there's only so much you can do in one round.]

-- Sly resists the Command of Black Robe Three, but looking into the pustulent oozing moving face of his foe disturbs him, and Sly is shaken. (A shaken character suffers a -2 morale penalty on attack rolls, checks, and saving throws. Shaken is a less severe fear condition than frightened or panicked.) Sly still attacks with two punches. Ceil, Sly can punch twice with a full round attack. The first attack is at +10, the second at +5. Both of Sly's punches do 1d3+4 subdual damage. Based on your first roll, the first hit lands, even with the Shaken penalty. You didn't roll the second attack, so I did for you. That one hit too, even with the Shaken penalty. The Black Robes are AC 15. The damage (rolled by me as well) is 7+6 = 13 total -- that's subdual damage. Black Robe Three looks woozy. Sly is even more disgusted by the warm pus and blood on his knuckles! Eeww!

-- Captive One and Captive Two are confronted by two Black Robes. Black Robe One has advanced into melee range. Black Robe Two held back to cast a spell. Captive One opens the gate to the corral, removes his robes, and walks out into the room.

-- Captive Two resists the spell cast by Black Robe Two. (nice save, Captive Two! But mention the save in your post, please.) The captive's voice and gestures produce several painful points of power, which strike Black Robe Two for 12 hp damage.

[Hey Captives! How about a little more detail? Race? Outfit? Gender?]

-- Trace runs up to the melee, hoping to strike at a Black Robe near the Corral. However, one of the Black Robes tending the thing leaves the infernal device to intercept Trace. He attacks this one, Black Robe Four, and hits for 8 hp of damage. (Trace gets just one attack this round because he moved as well. Please mention what weapons you are using.) As Trace looks at his opponent, the diseased face of his foe disgusts him. (Please roll a WIll save vs. DC 15 or be Shaken). Trace ends the round around 40 to 60 feet from the corral -- it is hard to tell with the shifting shadows and the distracting hum of the thing.

-- Islidur inspects the machine with his detect magic. It isn't magic at all. No wait! It's extremely magic! No, just a little! -- The spells results are wild and fluctuating. Is the spell malfunctioning? Or is it something else?

-- Altemia continues to skulk in the shadows, watching.

THE ENEMY ACTS

Black Robe One steps up to take a swing with his staff at Captive One. His hit against AC 21 connects, and Captive One takes 6 hp damage. If Captive One chooses to stay close enough to fight back, please make a Will save as well (vs. DC 15) as he looks at the cleric's oozing wormy sores.

Black Robe Two pauses after being hit by the missiles, then casts another spell. (Another Will Save please Captive Two vs Cause Fear at DC 13.)

Black Robe Three strikes back at Sly, attacking with his staff. He misses.

Black Robe Four takes a five-foot step back, just out of melee range of Trace's weapon. He chants an incantation. Trace, please make a Will save vs DC 14 for a Hold Person spell.


Sir Thomas ask Questions -- Cayzle Answers  d20=4
Wednesday April 3rd, 2002 5:21:52 PM



OOC: My initial thought was to distract the black robes.

Note that it is very difficult to get a good look at the thing. It is shrouded by shadow. Its size changes, though not when you are looking at it. There are always black-robed people tending it, but it is IMPOSSIBLE to pin down how many. They move into and out of the shadows.

How far is Thomas from the fight at the corral?

The distances are VERY hard to judge. Thomas is at least 60 feet and maybe more away.

Do there appear to be any black robes near Thomas?

Right now, no. If he continues on his current path, it seems likely that one will leave the machine to deal with him.

How close does Thomas think he is to the machine?

Again, VERY hard to judge. 90 feet? 300 feet? 40 feet? 120 feet? Thomas has the sense that he could run right at it and still miss. Or fall into it by accident!

Does it appear that any attention has been diverted toward the paladin making his way for the machine?

Right now, no Black Robe is paying attention to Thomas. If he comes closer, who knows?

Can I tell any of this? I would like to hold my post until I have some bearing on the result of my previous actions, but in case I don't get another chance I'm going to give you one and reserve the right to change my course of action before you post again.

Feel free to ask questions anytime. I want people to understand what is going on as much as possible. In fact, I am going to make this public so all can get a better idea of what things are like. I hope that's okay. Anyone else have questions?

Altemia  d20+1=13
Wednesday April 3rd, 2002 6:33:30 PM

Altemia stays where she is, watching (hide 13). Uncertain as to the number of foes, she doesn't want to give herself away unless she has to. To be on the safe side, she begins to quietly murmur and make small motions with her hands as she casts a spell (cast Barkskin on self +3 to AC. AC now 16)

Captive One  d20+3=16 d20+6=22 d8+1=4
Wednesday April 3rd, 2002 6:37:18 PM

I, captive one, a tall male human dressed like a cross between a vagabond ranger and a pirate,am disgusted by what I see,but manage to keep my cool. (will save 16) Immediately, I lunge with my longsword and successfully deliver a minor wound.(22 to hit, 4 hp damage)

Scowling at the puss-faced black robe, I speak softly and precisely," I am going to kill you, you bastard."

[OOC: Excellent post, but please write in general in the third person. That's Woldian policy because if everyone says "I" then it can get confusing about who is talking. See other posts for examples. You can start using your character name if that makes it easier. Thanks! -- Cayzle]

Sly Foxx and Luke  d20+7=22 d20+11=20 d20+11=23 d8+6=10 d8+6=12
Wednesday April 3rd, 2002 6:55:48 PM

Sly start to turn and look for Sir Thomas. When he feel Black Robe Three try to hit him in the back. It was Luke's bark that alerted him. Flat-top spins on the ball of his foot and with long swors in hand, hit's number 3 and sworl again. Whith the momention Sly hit him again. (Attack 20 & 23 - Damage 10 & 12(Sly now get two attack per round). An idea come to his mind 'maybe my girl is in here somewhere?'thinking to himself Sly will look around at the other captives and notices captive two.

Captive Two - Jurgen  d20+3=13 d4+1=5 d4+1=2 d4+1=4
Thursday April 4th, 2002 12:25:49 AM

The boy's appearance alone was striking enough to arrest the eye, providing the situation were a bit different and some where fighting for their lives. His hair was mainly black, but with touches of many colors. Even strange ones such as blue appeared, although it could have very well been the lighting.

The hair was sleaked back, from a high and sloping forehead. It was worn braided at the nape of his neck, waving as he attempted to dodge around. A jutting nose, like the beak of a bird of pray, thrust forward from between dark and overhanging brows.

His black eyes, sucken into high cheekbones, almost disappeared in the shadows of the overhanging brows. Almost, but not quite, for no darkness in this world, it appeared, could quench the flame that flared from the depths of his eyes.

He looked close to medium height, not quite his full height. His shirt was torn in a few places, showing bruises. They seemed not to be from a battle, but from a struggle. Perhaps a building had fallen upon him. he was lean and sinewy, moving gracefully and swiftly, nearly silent. One might say, from looking at him, that here was one born and bred to walk in the company of night.

He seemed to be without age, one who's life cycles weren't divided like the norm. Although his appearance wasn't showing much, he moved like one so young and full of life. The one thing that perhaps was the lack of facial hair, leaving a bare and lifeless chin and upper lip. Although a few glimpses showed all this, much more was to this boy then met the eye.

His pants, at first glance were a dark brown, but as he fired off his magic they changed to a light blue much like his wizardry weapons. He spun his cloak around, looking much like a blur. This lasted for only a moment, before the effects of the black robe spun through him.

[Will Save, 13. Barely Made]

The captive shook briefly for a moment, almost effected by the spell. Yet even as he turned to run his eyes burned again, with the fire of fury. He almost laughed, stepping a foot forward. He began the same spell he had cast seconds ago this time he was weakened by the enemy, but not by much. The same streaks of blue flew towards the same advisary.

[Magic Missle, Damage 5, 2, 4. Total of 11 points.]

"The fire burns within myself, And the fire now burns on you! So says the magic, So says Josephine, and so says JURGEN!" He yells, tilting his body ever-so-much, giving the impression he is bowing. He may have been able to shrug a spell off, but he did look to be a show-off.

Trace and Radiant  d20+6=12 d20+6=16 d20+9=27 d8+4=9 d20+4=23 d8+4=11
Thursday April 4th, 2002 2:33:32 AM

Trace gets the willies looking at the fould creature and then feels something else trying to take hold. He quickly realizes the situation and shakes it off. Feeling the adrinlin he steps up and swings his long sword again (hits ac 25 with 9dmg.) he then sends his second attack with just as quick of speed, bringing down his long sword again (hits ac21 with 11dmg). Trace still holding the silver short sword holds off useing the other sword for defense. Trace continues to call for Radiant wondering why he is not comeing.

Ilsidur  d20+6=19
Thursday April 4th, 2002 9:43:12 AM

Maintaining the detect magic spell, Ilsidur draws his waraxe and moves as fast as possible towards the shadowy 'thing'. He wracks his brain, trying to think if he has seen or heard of anything like this before. [OOC: Knowledge, religion roll of 19.]

Sir Thomas - Bless Weapon  d20=11 d20=18 d10=10
Thursday April 4th, 2002 10:56:46 AM

[OOC: In case the spot check doesn't carry over, I rolled a second one. Rolled prepared action to go with Spot check from previous post.]

Previous Spot check 4 + 2 WIS = 6

Rolled 11 + 2 WIS = 13 New Spot-to be thrown out if necessary.

Rolled 18 + 13 melee with mag. sword + 1 Bless Weapon = 32 to hit.

Rolled 10 + 5 STR and mag weapon dmg = 15 dmg on readied action

[OOC: I think Bless Weapon gives +1 hit and dmg, but I don't have my book on campus. I also don't know the duration. I'll try to remember to look it up tonight. sorry for the inconvenience.]

Thomas does not pause in his trek toward the machine despite being quite disoriented by its magic and the lighting of the room. He continues to draw as much attention to himself as he can with a long, loud diatribe. "Alemi will not stand to have your kind in his home. Blesphemous, treacherous, evil whore of a cult. You cannot steal this place of glory; nor can you buy it. You will no longer make use of Alemi's temple in this fashion. This is a sacred place and I am here in the name of Alemi to stop you. And I will have you know that Domi in all his wisdom and grace will guide my hand in the name of Alemi. I laugh at your thought of a dying god. Domi is not dead! He lives in me! And I am here to exact revenge! Come stop me if you dare. I will destroy your machine." Hoping to make it as easy as possible for his friends to finish their work and make off with the captives and apparent fuel fo this machine, Thomas challenges the black robes openly. "I am coming! Prepare yourselves!" Thomas tries to spot a good place to start dismantling the machine as he walks forward. He is sure to keep an eye out for those that will step forward to oppose him and is prepared to deal with them (see readied attack to hit 32 and dmg 15 above).

Sir Thomas afterthought 
Thursday April 4th, 2002 10:58:22 AM

[OOC: Thomas is walking fast and with purpose, but not running or charging. I just wanted to note that was was not going particularly slow in his ranting, nor particularly fast in his hurry.]

First Wave Falling (DM Cayzle)  d20+4=10
Thursday April 4th, 2002 4:53:38 PM


Note: The Will save to avoid being shaken is DC 15 when you look at the pustulent faces of (melee with) the Black Robes. Sorry, Trace failed his save and Captive One made it. (Trace rolled 12, Captive One rolled 16.) Sly remains shaken after missing his save last round. A shaken character suffers a -2 morale penalty on attack rolls, checks, and saving throws. Shaken is a less severe fear condition than frightened or panicked.

THE PARTY ACTS

-- Captive One strikes at his opponent, drawing blood (4 hp damage).

-- Captive Two uses his magic again -- this time it is enough to kill the Black Robe, which crumples into a lifeless pile of cloth and diseased flesh.

[Captives, nice posts! Hey you Southern Lights vets, how about some PC detail for our new players?]

-- Sir Thomas advances toward the machine, taunting the followers of the Dark One. He notices that the thing is always in motion. It is made of thousands of mechanical and organic limbs -- hands grasping, feet kicking, all in sickening motion. But before he can get up to the machine, a Black Robe (Number 5) intercepts him. Sir Thomas cleaves him for 15 hp damage, but the enemy remains standing, barely.

-- Sly is still Shaken, but manages to cut down his opponent with the two sword attacks. As he kills the priest, a foul-smelling spray of pus and blood splashes his already-soiled second-hand black robe. Luke remains outside the Nave, away from the machine.

-- Trace feels his weapon hit scabrous flesh, then cut into stringy muscle, then snag on bone. He yanks out his blade and strikes again, this time hacking at the Black Robe's neck, partly decapitating the man. A hot spray of blood drenches Trace as the man falls toward him and dies. Suddenly a rush of wings sounds the arrival of Radiant -- braving the Nave at last. [OOC: I thought Radiant was just a normal animal companion, but I looked at Trace's PC sheet and saw the Attuned and Fearless abilities, along with your non-standard Falconer feat. Please write me with more details on these -- cayzle@yahoo.com.]

-- Altemia casts her spell. She remains unnoticed by the Black Robes.

-- Ilsidur comes closer, but not close enough to attract the attention of a Black Robe. He sees what Sir Thomas sees. He wracks his brain. Then a connection dawns on him.
Everyone knows that Domi died fighting Marteus. But it is also known that Domi challenged Marteus in order to stop him from killing many people. From killing them with a machine.

THE ENEMY ACTS

Black Robe One swings again at Captive One and misses.

Black Robe Two is dead, killed by Captive Two. As he falls, another Black Robe turns from the machine and begins to approach Captive Two. He is wearing a Gold Medallion.

Black Robe Three is also dead, killed by Sly. A gold-medallion-wearing black robe turns from the machine and approaches Sly.

Black Robe Four is also dead, killed by Trace. A Black Robe with a gold medallion turns from the machine and faces Trace.

Black Robe Five, fighting Sir Thomas, is badly hurt but still standing. He takes a five-foot step back and casts a spell. Sir Thomas, please make two Will saves: vs DC 15 or be shaken at the sight of the priest's diseased face, and vs DC 14 or be affected by a Hold Person spell.

[OOC: Sorry I've been posting later in the day than usual -- these battles take time to figure out! -- Cayzle]

Altemia  d20+1=21 d20+6=15 d20+13=31 d20+1=14
Thursday April 4th, 2002 7:07:13 PM

(OOC: Not sure of distances, Cayzle, so I don't know how much of this Altemia can accomplish. Sorry. Also will do a better description re: Altemia when "captive one" and "captive two" can see her." :) )

[OOC: No need to apologise. Distances are deliberately vague -- part of the nature of this place/thing. Your turn is just fine! -- Cayzle]

The short elf, deciding she has sat and waited long enough, begins to make her way to the corral itself. She slips inside and begins to remove the medallions from around the necks of the people inside. Altemia takes a quick look at the medallions hoping to get a better idea of what exactly they do. (Hide 21, nat 20, Move Silent 15, Spot 31, Spellcraft 14)

Sir Thomas - Bless Weapon  d20=3 d20=18 d20=10 d20=7 d10=7 d10=8 d20=20
Thursday April 4th, 2002 8:40:38 PM

Rolled 3 + ?? Will = Not more than 15
Rolled 18 + ?? Will = A lot more than 14
Rolled 10 + 14 = 24 to hit
Rolled 7 + 8 or 9?? = 15 minimum to hit
Rolled 7 + 5 = 12 dmg
Rolled 8 + 5 = 13 dmg
[OOC: Sorry for the regularity with which I post without a CS. You do it when you can sometimes.]

Thomas is stunned by the diseased face staring back at him. (assuming failed will save) However, he does not allow the hold of Marteus to keep him from his goal. (Will save vs DC 14 successful) "It was a mistake to venture to close to Alemi's hand." Thomas steps forward and takes a mighty swing at the black robe. (Rolled 24 to hit and 12 dmg) He finishes the man swiftly. He continues toward the machine pointing out his handy work of black robe 5. Holding his second attack for a readied action if possible. (rolled 15 to hit and 13 dmg) However, if black robe 5 still stands it is his. As Thomas gets closer to the machine he still tries to find the best place to start dismantling it. (Rolled natural 20 + 2 Wis = 22 Spot check)

[OOC: I will post with detail on a day that is not so cramped for time. Sorry for the excuse.]

captive one  d20+4=20 d8+1=8
Thursday April 4th, 2002 9:05:42 PM

The captive swings and connects with his longsword once again, with hatred in his face.
(20 hits, 8 hp damage)
Again he says, " I will kill you , I will kill those with you, and I will spend my life killing any who agree with you."

Captive Two - Jurgen  d20+5=17 d4+2=6
Thursday April 4th, 2002 11:28:59 PM

The captive rejoices for a moment, in the fall of his advisary, before he sees yet another one spawn from somewhere. Cursely violently, then saying sorry to an invisible nobody, the boy watches the medal carefully.

He waves his head, letting the braided hair fall carelessly. His hand dove a pocket, and out came a dagger. He attempts to toss the dagger straight at the oncoming priest's medallion..

[/b][I don't know if there is a called shot rule, so if not I just aim for the priest. Hit on a 17, doing 6 damage if it works][/b]

If the boy can hear Captive One, he shouts back. "CALM DOWN! Don't be all mean and scream blood thingies!"

Sly Foxx and Luke  d20+3=20
Friday April 5th, 2002 12:33:09 AM

OOC: Sly roled a 20 for will in case he need it.

As Sly stand there looking around for his girl. He look tall for an half elf, about six feet tall. He has the face of an elf but the body of a human fighter. He look around at the captives and lingers at the captive with the dark hair. Sly look at his robe that he's wearing "I'm glad I'm got this rag on or else I'd have to wash this stuff off. Yucks!" Sly head snaps up (as if he hears something) Now you can see that this half elf is about 18 in human years. Sly look to see if Altemia is all right for the moment. Sly back hairs tingles and he notices the black robe coming towards him. Sly takes his stance, lifts his long sword and waits to see what on the Black Robes mind. "Hmm! nothing of value." Thinks Sly.

Ilsidur  d20+9=27 d20+11=17 d10+3=13
Friday April 5th, 2002 10:08:07 AM

Ilsidur shouts, "The best chance we have to beat this machine is to cut off its power source! Stop the captives from being fed to it!" He shouts to the two captives that seem to have thier own wits about them, "Can you pull those medallions off the other prisoners? Give them back their free will?"

The dwarf, wearing a shiny breastplate, and wielding a waraxe and shield, charges into the fray. [OOC: Charge action at the nearest black robe wearing a gold medallion, otherwise at the nearest black robe with puss-face. Will save made with roll of 27. Hit AC17 for 13 hp damage.]

The Second Wave steps up (DM Cayzle)  d20+6=9 d20+4=19 d6+2=6 d20+9=24 d8+4=9 d20+9=17
Friday April 5th, 2002 7:44:50 PM


Please put important conditions in the title of your post with your name. For example, Sir Thomas (Blessed Weapon, Shaken).

THE PARTY ACTS

-- Captive One attacks again, and hate guides his hand. He connects for another 8 hp damage (total 12).

-- Captive Two throws a dagger at the advancing priest in black. He connects, inflicting 6 hp damage. He shouts his message to his fellow free-willed captive.

-- Sir Thomas indeed slays the Black Robe before him with a final mighty blow. As he draws the blessed blade from the shuddering corpse, Sir Thomas takes a good look around (wow! Natural 20 spot!). He notices a corner of parchment sticking out of the pocket of the corpse at his feet. He sees that the gold medallions worn by several approaching Black Robes are embossed with a symbol of a gear. He looks at the wildly waving arms and legs attached to the machine. The mechanism rises and falls, sometimes 10 feet high, sometimes 20. It expands and contracts when your eyes shift away from it, so that its configuration is different from one moment to another. There is no linchpin, no key, no controls, no central plexus. Where would one even begin to attack such a thing? A score of dwarves with axes chopping for an hour might hack a hole through it, but Sir Thomas suspects the more likely result would be the addition of 40 dwarf arms and 40 dwarf legs to the structure. Anyway, the paladin has a more pressing issue -- as he steps toward the machine -- if that's the right word for this thing -- a gold-medallion Black Robe steps up before him!

-- Sly looks for his beloved, but sees no sign of her here. He looks at the Black Robe with the gold medallion that faces him, about 15 feet off.

-- Trace (action by Cayzle since there was no post for Trace). The ranger advances up to the Black Robe and readies an attack, triggered if the Black Robe attacks, casts a spell, or backs off.

-- Altemia slips unseen into the corral (wow! more great rolls). She has time to remove two iron medallions from other captives. The captives rouse, and intelligence fills their eyes -- not to mention horror and fear! The medallions are black and heavy, and also have a gear embossed on them -- they are unfamiliar to her. Altemia counts about 20 captives altogether -- 16 or 15 still have medallions on. She spots (great roll!) that on the other side of the thing, almost out of sight from this side, are vast vats filled with some liquid. Black Robes are tending them.

-- Ilsidur shouts his encouragement and charges. A Black Robe turns from the machine to meet him. The dwarf's ax bites deeply, inflicting 13 hp damage!

THE ENEMY ACTS

Black Robe One swings again at Captive One and hits! His staff jabs Captive One, doing 6 hp damage (total down 12 this fight so far).

Black Robe Two-gold pauses when he is hit by Captive Two's dagger, then casts a spell. Captive Two, please roll a Will save vs DC 14 or be Held.

Black Robe Three-gold casts a spell, then advances and tries to touch Sly. His hand now drips with a vile-smelling ichor. His attack roll (a 9) misses -- this round.

Black Robe Four-gold takes a step back and casts a spell, triggering Trace's attack. Trace swings with his sword, hitting AC 24 -- more than good enough (it wold have been better, but Trace has a -2 Shaken penalty). He inflicts 9 points of damage and breaks the cleric's concentration, so that the spell is ruined. [OOC: and by the way, he allows me to show you how to used readied attacks to break a spell-caster's concentration.]

Black Robe Five-gold steps between Thomas and the machine.

Black Robe Six, after absorbing Ilsidur's attack, steps back and casts a spell. Ilsidur, please roll a Will save vs DC 14 or be Held.

Sir Thomas - Bless Weapon, Shaken  d20=10 d10=10 d20=5 d10=10 d20=4
Friday April 5th, 2002 9:43:11 PM

[OOC: What is the duration of the shaken effect?
-A shaken character suffers a -2 morale penalty on attack rolls, checks, and saving throws.
-Bless Weapon offers +1 magic to the blade.]

Being confronted, Thomas does not hesitate to strike the black robe that challenges him. Thomas is did not like what he saw in the last black robe's face, but determined not to let it affect him he places his left hand on his bastard sword to help steady it. His shield does not make the act easy, but Thomas knows he cannot play with these dangerous foes. Once his grip steadies the sword Thomas lashes out. His attack true. He makes a solid connection despite his shakey right hand. (Rolled 10 + 13 melee/mag weap + 1 bless weap - 2 shaken - any penalty for attacking two-handed with a small shield on his arm = 22 to hit; rolled 10 + 7 STR/mag weap + 1 bless weap = 18 dmg) Thomas waits to see the effect his attack has on the cleric before striking again. No matter what, if the cleric stands Thomas will strike a second time. (Readied action Rolled 5 + 8 melee/mag weap + 1 bless weap - 2 shaken - same = 12 to hit; rolled 10 + 7 STR/mag weap + 1 bless weap = 18 dmg)

Any who care to watch the young human in his march for the machine cannot help but at least admire the size of the boy. Obviously in his early twenties, Thomas' frame is quite large for his race at 6'2" and 220 pounds. Thickly muscled arms and legs bulge beneath half-plate armor that is unusually in need of polishing. The armor does however glimmer subtly under the coat of blood, slim, and dirt that covers the last shine Thomas put to it. Black hair escapes from beneath his dull silver helmet, but it is not hair that would normally be long or unkept. Thomas is additionally protected by a spiked small shield and wields a large bastard sword in his guantleted right hand. It is quite obvious that the boy holds a lot of pride for his unusually scraggly appearance, and from his longwinded diatribe it is obvious that he is a paladin of Alemi. A resounding, low-pitched laugh escapes his lips. It is not a laugh provoked by joy or humor, but instead from youth and overwhelming odds . . . and a determination to beat them. "I will take you one at a time. My offering to Alemi. A token for Domi. One at a time!"

Hearing Ilsidur yell instructions about the machine and its possible destruction, Thomas knows Ilsidur followed him toward the machine. He risks only a quick glance to find the location of his friend, and to determine if he needs help (Rolled 4 + 2 Wis = 6 spot). While devoting 90% of his attention to the cleric in front of him he offers his opinion of the situation based upon what he sees. "Ilsidur my friend. I wish you had not followed me, but thank you for coming. You are a wise one indeed. Your strategy is well put."

Captive Two - Jurgen - Held  d20+3=6
Friday April 5th, 2002 9:44:28 PM

Jurgen watches the other captives move slowly, without emotion. He glares and begins to yell.

"TAKE THE TH-"

He tries to finish, yet to his suprise, he can't move. He tries to scream, letting his voice rise muchly... But to no avail. He is trapped and unable to move.

He curses mentally to himself, wondering if he'll be stuck like this for a long time. That wouldn't be much fun, in fact it would be little fun at all...

Sly Foxx and Luke (made save)  d20+7=25 d20+11=17 d20+11=31 d8+6=12 d8+6=11 d8+6=12
Sunday April 7th, 2002 4:44:29 PM

OOC: Sly made Will 25 - attk 17 & 31(critical - damages 1st hit 12 2nd hit 11 & 12.

Sly see the black robe and goes and attacks him wit a swing downward and pivets with a sideward swing. Sly look around but does not see his love But he does see captive two (Jurgen) in trouble and goes to assist him. Sly will swing at anything that gets in his way or wears a madillion.

Trace and Radiant  d20+7=21 d20+7=20 d20+7=13 d8+4=7 d6+2=6 d8+4=8
Sunday April 7th, 2002 7:48:46 PM

Trace, a elven ranger wearing dark blue dyed studded leather with the studs a blueish cast to thim as well stands an average height. His looks are fair with black hair and green eyes along with tan skin. As you can see his actions and percision with swords are quick and deadly. His feathered friend is Radiant. A large black eagle with a six foot wing span that never strays too far from Trace.

After Trace drops #4 he sees the gold hanging from the neck of another one faceing him. He steps over the heap and steps up to hit the other creature now useing both swords hitting twice (hit 19,18, and most likely 11 but if not the dmg is 7,6, and if lucky 8). Trace feels a surge of extra energy as he sees his friend fly in. Trace smiles wide and screams, "Attack Radaint, Attack!".

(ooc: very sorry for the non post. the house alarm locked up our phone lines and I could not get online to post. very sorry but thanks for the readied action all powerfull dm.)

Altemia  d20+1=17 d20+6=22 d20+13=28
Sunday April 7th, 2002 9:14:22 PM

Altemia continues to move among the prisoners and removing the amulets. She uses the prisoners as cover as she moves quietly through them (Hide 17, M Sil 22). She tries to quiet the people as she removes the amulets and get them to remove the other medallions from their corralmates. She looks up to make sure that none of the black robed ones are paying any attention to her (Spot 28)

Ilsidur  d20+9=22 d20+9=25 d10+3=5
Sunday April 7th, 2002 11:03:05 PM

Ilsidur easily shrugs off the effects of the spell thrown by the black-robed figure [OOC: Will save of 22 vs DC14.] He shouts, "I was just targetted by a spell! Keep your eyes open to see if anyone else has been affected by a spell, and I will use my dispel magic on them!"

Then he steps in, swinging his axe again at Black Robe Six. His waraxe bites into the figure again. [OOC: Hit AC25 for 5 hp damage.]

Captive One  d20+6=10
Monday April 8th, 2002 6:36:12 PM

Captive One, with an obvious look of anger and hatred on his face, swings wildly and misses.

The Machine Advances (DM Cayzle)  d20+6=12
Tuesday April 9th, 2002 6:55:31 AM


THE PARTY ACTS

-- Captive One misses his attack.

-- Captive Two strain against his magical bonds, but he is well and truly held.

-- Sir Thomas hits with two mighty blows, staggering the Black Robe before him, who manages to remain standing.

-- Sly runs over to help Captive Two. The felow is held fast, but Sly could drag him away if need be.

-- Trace attacks, connecting with two solid blows. Radiant flies at the Black Robe but misses (AC 12 = not good enough).

-- Altemia continues to remove medallions from captives. The ones who were freed last round take one look at the machine and flee, screaming. Altemia notes that some of the captives wearing black medallions are wearing black robes and have hideously diseased features (Please make a Will save vs DC 15 or be Shaken). Altemia has not freed any of these -- and they mill around aimlessly, like the other captives. Altemia notes that one of the milling diseased ones is clutching a scroll. She looks around to see if anyone has seen her, and she is not sure. Some Black Robes tending the machine are looking over at the Corral, but do they see her? Sly joins Altemia and Captive Two in the Corral.

-- Ilsidur attacks again, slashing with his ax. His blow rips out a chunk of thigh, and the Black Robe drops to the ground, dying. Blood spurts out.

THE ENEMY REACTS

The unnerving humming emitted by the machine gets even louder, and it is as sharp as knives in the ears of our heros. Acting as one, all the Black Robes turn and run back to the machine -- except, of course, the ones who are milling mindlessly in the corral and the ones that are dead! (No attacks of opportunity because all they are doing is moving.)

They run up to the machine and jump onto it. The mechanical and organic arms grab them and lift them to the top. The legs of the device gravitate to the floor. The machine lurches, and, arms outstretched, begins to move toward you!

Everybody, please make a Will Save vs. DC 20 or be shaken. If you are already Shaken and you fail this save, you are frightened and must flee.

It seems obvious that if you hold your ground, the machine will be on you in a matter of moments!


Captive One  d20+3=18
Tuesday April 9th, 2002 10:14:53 AM

Captive One looks at the scene and can not accept what he sees.(failed will save with 18)
He gasps," This is insane " and begins backing up as quickly as he can without falling.

Captive Two - Jurgen - Held - Shaken  d20+3=7
Tuesday April 9th, 2002 11:06:10 AM

Jurgen tries to look around, cursing violently in his mind. As the machine lumbers towards him, his head seems to explode. Conflicting thoughts run through him.

'Run. No stay! Look out! It'll eat you! But you can't move! GET OUT OF HERE!' These mental screams are accompanied by an attempt to move in both direction, both of them failing. Jurgen looks straight at the machine, as he can't look at much else, preparing to light it up with a ball of flaming mass... If he couldn't move, then he'd wait until he could.

'Calm down.'

'AHHHHHHHHHHHHHHHHHH!'

Sly Foxx and Luke  d20+5=20 d20+4=23
Tuesday April 9th, 2002 11:59:15 AM

OOC: Sly barley makes Will save 20. And Sly rolled a 23 for strength in order to push the Captive along (can I do that Sir DM??)

Sly runs up to Altemia and asks "Little Sister, are you all right? Your very pale." Then turns to Captive Two are you all right? You seem to be afraid of something." Sly look around for the dog Luke, but see the machine coming this way. "OH! I see, well come on lets go. Right now." Sly grabs Altemia hand starts to go, but Captive is not moving?? Sly will push Captive One with his Shield to move him.

Sir Thomas - shaken, bless weapon  d20=19 d20=12 d10=3 d20=3
Tuesday April 9th, 2002 5:20:46 PM

Well luck be a lady today!! Rolled 19 + 10 Will = 29 Will Save

As the black robe turns to run Thomas throws taunts after him, "you cannot run fast enough to get away. I will hunt you for your actions against Alemi." Thomas draws his blade back and begins to chase the cleric when he notices that the machine is moving. He stops in his tracks as the machine lifts the clerics off of the ground and then sprouts legs. Thomas watches as the machine lifts all of the clerics from the ground and tries to count the number of arms at work (Rolled Spot check 3 + 2 = 5). This changes the situation drastically into something that would scare a lot of people, but Thomas is filled with the will of Alemi and so does not even blink at the new situation. "If you have trouble making it to the machine, make the machine come to you" Thomas mumbles as he makes a quick tactical change.

[OOC: Thomas' next actions depend on getting some answers from the DM. I will describe my actions as I think Thomas would react, but maybe I can change them if the situation is not what I thought.]

[How many legs does the machine appear to have? 2, 4, 6, 8, more? If Thomas ran in to attack it and was successful in cutting off a leg, would he be able to do so from a position that if the machine fell it would not fall on top of him? I mean, if it has two legs and I have to stand directly under it to attack it, I may not want to do that. Has any more clarity been brought to this situation with the moving of the machine? Can we now tell the number of arms? Can we tell what the machine appears to be made of? Obviously it moves fast and with many arms to lift all of the clerics that were against us in such a short time - they move and it lifts all in one round.]

[Cayzle: As always, please feel free to ask questions. I am happy to explain things again. HOWEVER, note that most of this was mentioned before in earlier posts. Here's a strong hint: I urge everybody to read my posts very carefully. You will find info for future actions there.

The
machine -- if that is what it is -- is absolutely foreign to your experience, indeed, to your perceptual and sensory organs. It surrounds itself with shifting shadows and is very hard to wrap one's eyes around (in this, it is similar to the Void that some of you guys saw south of Threshhold). It is very tall and wide. maybe 10 feet tall and 20 feet wide? Then you look away and look back and it is 30 feet wide and 5 feet high. Then at a third look, its dimensions change again. But you never saw it change, it just did." Moreover, it was always covered in many humanoid-sized arms and legs. Some are organic, some are mechanical, some are in between. They had been waving and grabbing wildly and randomly. Now they are moving purposely. The arms are carrying the Black Robes. The legs -- centipede-like -- are propelling the thing forward.

If you figure on 5 to 10 legs per 10-foot length, you can get an idea of what it is you face.]


Thomas calls to his friends, "Tactical change my friends! Head for the entrance!! We'll make a stand there or draw it outside." Before Thomas leaves the sanctuary he looks to his friends to see if any have been left behind or are still sparring with foes or anything to that effect. If so, this is his top priority. He will help them in any way that is necessary (i.e. he'll attack the foe, carry the friend, or even turn and face the machine so that it must deal with him rather than going after his slower friends. If not, he runs to the entrance to the sanctuary and stops to make a stand if anyone is slow in getting out. Thomas will be the last to leave.

[OOC:I have prepared a readied action in case a number of things happen. At half of my movement distance I would like to look over my shoulder at the machine. If it is moving faster than me or, since I was apparently so close to the machine, if there appears to be no way for me to get to the entrance I will simply turn and fight. Also, if I get to the entrance and stop and have any turn left over and the machine catches up with me, I will fight. If the machine or any foe presents itself I will strike rolled 12 + 14 melee/mag weap/blessed weap = 26 to hit; rolled 3 + 6 STR/mag weap/blessed weap = 9 dmg NOTE: sorry for rolling out of succession, the spot check came to me late.]

Altemia  d20+7=18 d20+7=16 d20+2=6
Tuesday April 9th, 2002 6:23:42 PM

Altemia continues to remove the medallions as fast as she can. Seeing the diseased men, she shudders, but continues on as normal (Will 18). Seeing the priests beginning to retreat out of the corner of her eye, she pauses to watch. As the machine begins to grab the priests and then move, Altemia is amazed and then shaken (Will 16).

When Sly arrives, Altemia just shakes her head without saying a word. Seeing the second captive with Sly and hearing Sir Thomas's orders, Altemia is torn between continuing to remove amulets or helping Sly and the held captive. Finally, value for her own life wins out and she helps Sly with the captive (Str 6, looks like not much help. ;) ).

Trace and Radiant  d20+6=20 d20+9=17 d20+9=21 d8+4=11 d8+4=12 d20+6=25 d2=2
Wednesday April 10th, 2002 4:07:51 AM

Trace starts to step away but seems able to hold his ground (makes check with 20). He then takes two more swings (hits ac 17 and 21 doing 11 and 12 hps dmg.) He then calls for Radiant to attack again. ( he hits with 25 doing 2hp dmg)

Exit, our Heros (DM Cayzle) 
Wednesday April 10th, 2002 3:25:37 PM

[A note from Cayzle: Friends, it would perhaps serve you well if you were to read my posts in full detail before you respond. Trace should have known that the enemy had retreated -- there was nothing to swing at! Moreover, there have been a number of clues or hints in recent posts that may make a difference in the struggle ahead -- but I fear you players are not reading carefully. Beware! missing crucial details may lead to death and dismay!]

Altemia removes another medallion and then helps Sly get Captive Two out of the corral and moving toward the exit. And just in time! The Thing crawls -- faster than you might think -- toward the corral. It crushes the metal fence-bars like twigs, the many arms of the machine hurling fence-pieces dozens of feet in the air. And it crawls over the remaining captives. Roused from their mindlessness, the doomed captives scream as their limbs are torn off and affixed to the machine; their bloody crushed torsos and pulped heads are left behind in the machine's wake like lumpy oatmeal splattered by a rude child.

Sir Thomas, Ilsidur, and Captive One head toward the exit posthaste. Thomas looks behind and sees Trace standing defiantly. The machine finishes with the corral -- next round it will surely be upon the ranger and his hawk.

Trace, still defiant but perhaps confused, is ready to keep fighting. But all the Black Robes ran back and mounted the machine last round. He and Radiant, however, get a clear view of the scene behind where the machine had been. He sees vats of some liquid, and troughs and channels near the machine's location that drain into these vats. Trace cannot see the contents of the vats, but they must be dank and noisome, since they exude a soul-chilling darkness and the charnal smell of decay.

By the end of the round, Ilsidur and Captive One are at the entry to the Nave, greeted gladly by a barking Luke. Captive One, in his terror, has even run most of the way through the Concourse and sees happy daylight beyond. Sly, Altemia, and Captive Two are most of the way to the exit.
Sir Thomas is behind them, and still in the rear is Trace and Radiant, standing as the thing crawls forward, lurching ahead on its many legs.

Sir Thomas - bless weapon, shaken 
Wednesday April 10th, 2002 9:56:28 PM

When Thomas sees Trace standing ready to fight the jauggernat that is heading his way and knows beyond a doubt that even if they had an army of people they would not be able to kill the machine with swords. "Trace!! RUN!! Come on, you're the only one left." Thomas stops running when he reaches the entrance to the sanctuary. He waits to see what Trace will do.

Hopefully Trace will start running his way, at which point Thomas will turn to run also. Trace should be faster than the armored knight so Thomas will not wait to hold his hand. He screams forward to the group ahead of him, "we're on our way! Altemia, break one of those medallions!"

If Trace stands foolishly and unnecessarily in harms way Thomas will call to him and hope sense is brought to him. "Trace, do not let irrationality take control. Mittirri will not be helped by you dying foolishly. If you wish to die in this way, at least do it in public so that others will be inspired by your heroism." Thomas will not wait to see Trace's fate. He turns to run if the ranger simply stands there or if the ranger charges the machine. If Trace runs, see previous portion of post.



Trace and Radiant 
Thursday April 11th, 2002 2:27:59 AM

(ooc: Sorry since you had put apart the black robed individual in a previous post I thought you would continue to do so and thus when I didnt read his retreat I kept fighting. Seeing the danger and hearing the shouts for him to flee he spins on his heals and hauls the allmighty arse to the exit. Radiant immeditly got the idea of Retreat when trace made the first step and quickly flies ahead and through the exit. If close enough, when Trace makes the exit door he will sheath his swords and begin to ready his bow. "Man, I was trying so hard not to be scared I didnt realize I had good reason to run."

Ilsidur 
Thursday April 11th, 2002 8:45:25 AM

Ilsidur stops at the entry to the Nave, and comes to a realization (he hopes). "That thing gets bigger and more powerful, the more people it kills and attaches to itself. I don't think we can let it loose out of the temple, as it will likely just keep killing and growing. If it is made of human arms and legs, we can hurt it, and maybe stop it. I am going to cast magic circle vs evil on myself, which will affect anyone within 10' of me, so stay within 10' and lets do what we can to stop this abomination."

Ilsidur quickly traces the circle around himself, and casts his spell.

Sly Foxx and Luke 
Thursday April 11th, 2002 9:28:22 AM

Sly holds Atemia by the hand and tell her, "Little Sister! Don't Look back. It look like we're going to have one big job stopping that thing." Sly greet Luke and waits for the others. Then regroup.

Sir Thomas 
Thursday April 11th, 2002 10:34:35 AM

It may not be possible, but Thomas will try to follow Ilsidur's instruction and get to within 10' of him to be affected by the spell.

Jurgen - Shaken 
Thursday April 11th, 2002 10:58:37 AM

The boy shakes uncontrollably for a few moments, not so much as he's scared but as it is neccessary to get rid of the "Heeby, Jeebies" that he has. His body twists, hair flying around and then he shouts out.

"A machine is evil?! I doubt that! I'm not going near that door! Not at all!" Jurgen stays back, but prepares to cast Magic Missle, if anything comes through the door (or destroys the door-frame and moves on). He looks weary and scared, but that couldn't be just his own fear. Never! It must be the effects of the spell, of some sort.

Reaching from Shadows (DM Cayzle) 
Thursday April 11th, 2002 5:31:15 PM


The group huddles in the Coucourse near the entrance to the Nave. The paralysis gripping Captive Two and the fear overwhelming Captive One dwindle and then end. (although Captive One feels the trembles return if he contemplates facing it again.)

Ilsidur casts his spell, and some of the others huddle close. Some prepare spells or missiles, trying to master their fear.

As the group looks back into the Cathedral, all they can see is black shadows. The machine is lost, although they hear the sound of many feet on the floor in the distance. The black shadows condense and thicken. They are fog-like ... web-like ... tendril-like ... solidifying as the group watches in horror. Are they arms? Are some mechanical? Some organic?

If you choose to stay in the Concourse, make a Reflex save vs. DC 15 or be grabbed by a shadowy tendrils/arm. If you re-enter the Nave, save vs. DC 25. Save vs. DC 5 if you decide to flee.


Captive One - Shaken  d20+7=19
Thursday April 11th, 2002 7:37:56 PM

Captive one runs out of range, while readying his bow. Although a tendril reaches for him, he easily steps away from it.(reflex 19-2 for shaken = 17 still more than enough.) Although, he is a bit freaked out, captive one, will stop after he is well out of range and then raise his bow and prepare to fire.

Jurgen  d20+4=18
Thursday April 11th, 2002 10:26:32 PM

The young lad runs around, dodging the limbs or whatever they are. He jumps up, just as one of them rakes underneath. Meanwhile his head is knocked backwards by instinct, to avoid another oncoming one of the things. He lands directly on his buttox, but manages to avoid those tendrils as he watches them sweep the area leaving his eyes disturbed. Looking at them gave him the erries, and certainly weren't good for you!

Jurgen turns himself around, away from the group of insane people who are WAITING for the death beast thing. Of all things, waiting was one of the stupidest. He runs full speed, trying to get about 100 feet away from the oncoming machine thing. The young mage spins around, panting excessively. The run was too hard, and now he seemed far enough away. He should be able to fire off his Magical Missles at the thing, providing it came out.

"I sure hope it can't attack me out here. I'd be in big trouble. Even Josephine wouldn't be able to help me..." The boy is quite sure that he is safe, but then again he was quite sure he was in a mountain, moments ago.

Ilsidur (protected from evil)  d20+5=7 d20+9=16 d10+3=13
Thursday April 11th, 2002 11:25:50 PM

[OOC: Remember, if your character is within 10' of Ilsidur, he/she gets a +2 bonus on saves, and a +2 bonus to AC, if the attacker is evil. Cayzle, I will make all my saves assuming the creature and the priests are evil. Please let me know if this is OK.]

Ilsidur waits in the Concourse, to see if the machine creature can follow. He feels himself being grabbed by a shadowy arm, and tries to sever the offending limb with his waraxe. [OOC: Hit AC16 for 13 hp damage.]

Ilsidur 
Thursday April 11th, 2002 11:27:11 PM

[OOC: Cayzle, would it be possible to show some sort of map? Can we know how big the concourse, nave, and other parts of the building are?]

Jurgen - OOC 
Friday April 12th, 2002 12:49:15 AM

[i][OOC: Ilsidur, your assuming the machine is evil :). What if it's just a machine, and the controllers are evil? And I second the map idea, it would be exceedingly useful.]

Jurgen - OOC 
Friday April 12th, 2002 12:49:38 AM

[OOC: Ilsidur, your assuming the machine is evil :). What if it's just a machine, and the controllers are evil? And I second the map idea, it would be exceedingly useful.]

Trace and Radiant  d20+8=11 d20+6=19 d6=6 d6=5 d6+9=13
Friday April 12th, 2002 2:45:25 AM

Trace steps just out of range of the machine and lets loose two arrows at the machine (Trace fires twice missing the first shot but hitting the second time doing 5 hps dmg.) Trace tells Radiant to fly out of the temple. All the while trace keeps looking back and moveing to the exit. (spot check 13)

Sly Foxx and Luke  d20+5=16 d20+9=15 d20+9=18 d8+4=9 d8+4=10
Friday April 12th, 2002 9:46:50 AM

OOC:made my save 16 - [2] Attacks 15 & 18 - Damages 9 & 10 (hopefully)

Sly tells Luke to go out and wait for him. He stand next to Ilsidur. If any of limb are any way near him, he will attack them with his long sword.

Sir Thomas - Shaken, bless weapon, protected from evil  d20=14 d20=8 d20=5 d10=1 d10=8
Friday April 12th, 2002 1:29:28 PM

OOC: I am assuming I made it to within 10' of Ilsidur before he cast his spell.
Rolled 14 - 2 shaken + 2 protected + 5 Reflex = 19
Rolled 8 + 14 melee/mag weap/bless= 22 to hit
Rolled 1 + 6 melee/mag weap/bless = 7 dmg
Rolled 5 + 9 melee/mag weap/bless = 14 to hit
Rolled 8 + 6 melee/mag weap/bless = 14 dmg

Having few options and believing Ilsidur's evaluation to be correct, Thomas turns to fight the machine. "Ilsidur is right, we cannot let this thing get out into the public. Altemia, will you do something with those medallions to see if they affect the machine? Try breaking one or have Ilsidur dispel magic on it or something. FOR OUR SAKE AND YOUR OWN, DON'T JUST STAND THERE!!" While waiting for the machine, Thomas sees the shadowy arms reaching for him and his friends and manages to avoid their grasp (see save roll above). He does not sit idly by while they do, he strikes at them as they become close enough. (See attack rolls above)

Touched by a Shadow (DM Cayzle)  d20+6=13 d20+3=22
Friday April 12th, 2002 5:04:44 PM


Verbal Map -- The old temple is located on the edge of a large open plaza. Years ago, many temples of different gods circled the plaza. But in recent years all have been abandoned, desecrated, torn down, or left to rot -- except the Temple to Marteus, which has grown.

Entering the old Temple of Alemi (now desecrated), one first enters a long wide hallway, called a Concourse. Once it was lined with alcoves and statuary, but now it is all in ruins. There are openings and doorways to both the left and right. Two clearly go to small chapels. Two turn
into halls. Two lead to rising stairs.

At the end of the Concourse is the entrance to the Temple Sanctuary and main hall of worship -- the Nave. But the Nave has been corrupted. No light enters from the outside. It is a place of shifting geometry and dark moving shadows. It is not the place it once was.


====================

The former captives, perhaps because they had a closer exposure to the thing deep in the temple, show the most common sense. They both run the length of the Concourse, stopping near the open doorway that leads outside. There they stop and turn, readying arrow and spell.

At the other end of the Concourse, shadowy arms spill in from the Nave. They reach throughout the Concourse, like long octopus tentacles. One brushes up against Ilsidur's Circle against Evil, and pulls back as if burned. Then several more arms and ghostly hands reach at the circle, pressing against it. They push, and -- with a sighing sound -- pass into the Circle!

[Make a Spellcraft Roll vs. DC 15 to realize that some kind of Spell Resistance is at work. I rolled a resistance check for Ilsidur -- a 13 is not good enough.]

Ilsidur slashes through an arm with his mundane ax, but his weapon whistles through without disturbing the arm -- the arm that, ignoring the magic circle, reaches out to Ilsidur and touches him!

Trace shoots into the shadowy mass of darkness that roils at the entrance to the Nave, but he does not know if he hits. Also ignoring the Circle of Protection, an arm touches Trace!

Sly dodges the shadowy arms, but his weapon also passes through the arms as if they were not there.

Only Sir Thomas's blessed weapon has any effect at all, and he causes the shadows some hurt. But there are so many arms! His effort, although more effective than his friends', seems almost futile.

Altemia is so busy dodging shadows that she does nothing else. She is untouched, however.

Trace and Ilsidur are not so lucky. The shadow-arms pass through cloth and armor, flesh and bone, to the heart. Both Trace and Ilsidur lose 2 points of strength each. Their eyes dim for a moment as shadows fill their vision. They sense that if they do not get into daylight, they will continue to lose 2 points of strength each round.

Sir Thomas, Altemia, and Sly, if you stay where you are in the Concourse, make Reflex saves vs. DC 15 or be touched. If you flee, the save is vs. DC 5.

[OOC: Sly, Captive One, thanks for telling me what your saves were -- it makes it easier for me to figure out. That's a lesson for those who let me puzzle out the numbers unaided!]

Sly Foxx and Luke  d20+8=26 d20+4=15 d20+11=26 d20+11=29 d8+6=7 d8+6=13
Friday April 12th, 2002 7:02:20 PM

Sly is getting worried, He tell himself that he should have cast a fire spell on his sword, but it's too late now. If he could only hit something like those tubes or something more solid. "Watch out everybody, I'm swinging low." Sly will go in low and swing twice in a whirl wind motion that seem to give him more momention. "Something has to give and I hope it'd not me."

OOC:Sly made his Spellcraft roll - 26 - also made (but bearly) the reflex - 15 - [2] attack - 26 & 29 - Damages (I hope) - 7 & 13.

Jurgen  d4+1=5 d4+1=2 d4+1=3
Friday April 12th, 2002 8:01:45 PM

Jurgen smiles briefly, at the man to his side. They seemed to be plauged by the curse of sanity, running from the battle ahead. It was strange, Jurgen had a trust for his fellow captive. No, ex-captive. They were free, as it appeared. Although this other group could attempt to capture them again, but Jurgen would let this one beside him distract them while he ran. That was the only way out. He had sacrificed others to save himself, twice before. It was necessity. To be able to save your own life, in place of anothers. It may have been crude, but it was basic survival. Josephine was never able to figure out how he got it, but deep down he knew that it was from his birth mother. He didn't know her, but she certainly knew him...

But now the trust was needed. Jurgen would have to let this man stay at his back, without stabbing him. He would have to put his faith into this tall, nomadic human. His hand wavering over his dagger, but not touching it. He was beginning the complex gestures of his spell, the same ones he had been using for the past minute or so. His spell was effective, there was no chance for him to miss against his target. Even the Archer beside would envy the blows, as they dodged the combatants to hit their mark.

[Magic Missle, 10 damage, he wants to aim for those controlling it. If he cannot hit them, then he just attacks the machine.]

From the young Sorcerer's hands flew 3 magical projectiles. One green, one red and the last black like the night sky, flickering with stars. They head straight towards, almost laughing at the first captive's arrows knowing that they'll hit without fail and his are doomed to die.

"Twist the strands of magic without true knowledge, and you shall be burned..."

Sir Thomas - Shaken, bless weapon, protection from evil  d20=10 d20=2 d20=2 d10=7 d10=6
Friday April 12th, 2002 11:36:05 PM

Sensing the situation that is unfolding Thomas looks to his friends. "RUN!" Thomas turns his attention back to the arms that are infiltrating the nave where he and his friends have decided to make their stand. He then calls into the shadows as he dodges their groping attacks (Rolled 10 - 2 shaken + 2 protection + 5 reflex = 15). "I'll meet you outside. Run before it's too late. I'll wait only a moment or two before I follow."

As Thomas bobs and weaves he steps in front of Ilsidur as if to protect the dwarf from the arms as they reach and to provoke them to reach for him instead. He strikes back almost passively as he calls to Marteus and the darkness. (rolled 2 + 14 melee (-shaken penalty?)= 16 to hit; rolled 7 + 6 = 13 dmg and rolled 2 + 9 melee (-shaken penalty?) = 11 to hit; rolled 6 + 6 = 12 dmg) "Alemi sees your deeds and he will not stand for it long. He will protect us. He will deliver us from the cold hand of death. Your reign will not last long. If you doubt me, come and take me."

With a second wind he demands his friends run for the light so he can follow. "Alemi is on my shoulder. Go my friends. I am right behind you."

Trace and Radiant 
Saturday April 13th, 2002 12:40:11 AM

Feeling the strength pulled from him with notihing to do to stop it he becomes quite fearfull. "RETREAT!!!!" Trace tucks his bow and sprints to the exit and the light outside.

captive one 
Saturday April 13th, 2002 5:39:09 PM

Captive one decides a full retreat is not such a bad idea and heads out the exit. Once outside he remains ready to fire his bow at any non-friend who comes through the door.

Ilsidur 
Sunday April 14th, 2002 11:28:35 PM

It was just as Ilsidur had feared: his non-magical weapon had no effect on the shadowy creature. Realizing he needed to get to the light as quickly as possible, he turns and heads for the front door of the temple. He looks over his shoulder, making sure his young friend, Sir Thomas, is close on his heels. "Run, Sir Tom. The rest of us are heading to light and hopefully safety!"

Altemia  d20+3=14
Monday April 15th, 2002 12:00:45 AM

(OOC: Sorry for the no post on Friday...work. Blech!)

Altemia, deciding that there is nothing she can really do after seeing the thing just reach in and touch the others, turns and flees toward the door. (Ref 14)

The Gathering Darkness


The Press of Humanity (DM Cayzle) 
Monday April 15th, 2002 6:55:38 AM

Sly and Sir Thomas remain in the Concourse, slicing at the many shadowy arms that are trying to touch them. There must be dozens! But both manage to dodge their reaching grasps.

The rest of the group escapes into daylight, although Jurgen fires a spell into the darkness first. The light loosens the shadows on Ilsidur's and Trace's hearts, but they still feel weak (remember, -2 strength!).

Outside, the court of temples is filled with people! And they are all streaming off in the same direction -- towards the north, towards the rhythic sound. To leave the desecrated Temple of Alemi, to enter the crowd, would mean being carried off with the press of humanity.

Sir Thomas - shaken, bless weapon, protected  d20=19 d20=16 d20=3 d10=8 d10=10
Monday April 15th, 2002 10:22:23 AM

After successfully dodging the arms again Thomas is inspired. He laughs at the darkness, a crazed and unnatural scream, "Alemi holds me in his palm! You cannot have me! You are dirt beneath my feet." Thomas is not completely out of his mind though. He takes a few steps toward the front door where his friends have already begun to go, but he notices Sly fighting only a few yards from him. Not willing to leave his friend to face the darkness without knowing that he can hurt it, Thomas steps toward Sly and gives attacks the arms with a sweeping attack to keep the arms at bay if not to hurt them. (Rolled 16 + 14 = 30 to hit; rolled 8 + 6 = 14 dmg) He dodges their groping grasps (rolled Reflex 19 + 5 save -2 shaken + 2 protected = 24) He then commands Sly to leave. "Sly, I don't know if I can stay much longer. You need to run. This is not an option. I am on your heels. RUN!!" Thomas takes another swing at the darkness to show Sly that he has things under control. (Rolled 3 + 8 = 11 to hit; rolled 10 + 6 = 16 dmg) He then successfully ducks the grasp of one of the arms and smiles because he knows Alemi is on his shoulder.

[OOC: No CS so you may want to check my modifiers. I think they are correct though]

Sly Foxx and Luke  d20+8=12
Monday April 15th, 2002 12:03:41 PM

OOC: Made roll of fleeing 12.

Sly was about to put all of his strength in to this low swing when Sir Thomas grab and holds his arm. Sir having more strength and experience than Sly, was surpassed. When sly was told to go. . . Now! He look at Sir Thomas and open his mouth "But... But... All right I going now, Sir" Sly leaves and call Luke to him.

Sly joins the others and waits to see if Sir Thomas is behind him. "He better be here or I'll go get him."

Jurgen 
Tuesday April 16th, 2002 12:21:52 AM

The young boy rolls his eyes at the oncoming runners, it seems they decided to follow along. It was strange, he was just thinking about them being stupid... and then they come. "Oh! Maybe I have powers that make people do what I think!" Jurgen puts this out of his mind, and decides to be ready for the oncomming machine.

He prepares to cast his Fireball, but only when the machine heads towards the group. He hopes that they'll be out of the way by the time he does it, but is willing to burn them if it'll stop whatever this is. He wants to make it follow the machine, staying on it. So it'll burn for the entire duration, hopefully. If not, then they might be in a tad of trouble.

Trace and Radiant (-2 to str) 
Tuesday April 16th, 2002 3:51:17 AM

(ooc: hopefully the -2 is temporary effect)

Trace tries to ready his bow again but the ache in his chest continues to bother him. "That thing in there, its shadow cut through me but I felt nothing and now I feel pain. Anyone know what this is that I am feeling? This is the first time I have been worthless in a fight and I dont like the helpless feeling I have." Trace drops to one knee to steady himself while holding his bow and a readied aim at the door for anyone else other than Sir Thomas.

The Press of Humanity II (DM Cayzle) 
Tuesday April 16th, 2002 7:53:52 AM

At last, Sly and then Sir Thomas leave the temple too, hacking at the shadows as they leave.

Standing on the Temple stairs, the group looks at the crowd milling and moving, a river of people in motion. It is clear that if the group wants to go forward, they will be carried by the crowds streaming northward. Unless they sprout wings -- or cast Fly!

Sir Thomas sees his warhorse making his way through the crowd. The faithful mount is trying to get to the temple as quickly as possible without injuring anybody. He signals Sir Thomas mentally.

Sly notices something in the pocket of his soiled and torn Black Robe -- a piece of paper.

[OOC: You folks might want to use this moment for introductions?]

Altemia  d20+13=27
Tuesday April 16th, 2002 11:50:21 AM

The short slender elf looks back inside the temple hoping that that machine was not coming out (Spot 27). Her green eyes peer into the darkness and back out at the crowd. Altemia shivers a bit, not liking their position. Her very light blond hair is pulled back into a braid, but it is beginning to come undone after all they had just gone through. Her leather armor is well cared for as are the scimitar and sickles strapped to her sides.

Her sharp eyes catch the piece of paper from Sly's robe. "What's that you've got there, Big Brother? I saw several of their priests in the corral as I was trying to free the people. One of them also had a scroll in his hand, but I didn't think to grab it."

Jurgen 
Tuesday April 16th, 2002 12:17:45 PM

Jurgen franticlly looks about, wondering what is going on. Where were they? This certainly wasn't near the mountain. With a silent curse, he realizes that they were in a worse situation then before. Now there were more people involved. If they had stayed inside, they would have been the only ones hurt. It could get messy and to top it all off, he didn't know these people. It was a sticky situation, but Josephine always said 'You have to work with what you've got'. She'd always done so, even though it could become hard.

"Um... Hi. I don't suppose you know what we can do? I don't know where we are and so I'll just follow you people, I guess. We have to stop that machine, or else it'll kill all these people. Do you know a way to make the building collapse? That would probably stop it." He stutters a couple of times, trying to concentrate and think.

"I have some magics, but I don't really know if they'll help. I can make a sphere of fire and a few other things, but I don't know if that can help. Unless anyone knows a weakness in the building's make..." He holds still, still ready to let that Fireball go at the machine if it comes out.

"Oh yeah, I'm Jurgen!"

Willim the Drifter 
Tuesday April 16th, 2002 3:32:57 PM

Bow still readied to fire at any enemies who exit the door, the drifter speaks out to anyone, " This is insane. I don't know where I am or how I got here. I get around, so there are a few things I know which may be related. We more than likely all know that the God of War has died and prophets have been foretelling the end of the wold. I have travelled many places all across this continent to find out anymore on this that I could. I learned that the cities Lankhmar and Ailthmar both just took off into the air and flew away. My god that is mad. There are wars and battles everywhere. The last thing I remember is heading for Plateau city to check out rumours of an army loyal to Marteus, the Dark Lord, headed for there from South Harbor. After that is a blur, darkness...cultists...birds...and then I was here, wherever here is as a cultist against my own will. Somehow I found the will to remove the medallion which controlled me. That is when you guys showed up. I am called Willim the Drifter and I am damn glad to see you guys."

Sly Foxx and Luke 
Tuesday April 16th, 2002 4:31:23 PM

Sly listens to Altemia and smiles. Then look in his pocket and takes the piece of paper (which is about to fall out of his pocket anyway). Sly is about to read the paper when the two prisoners come up and want to know where they are.

"Welcome to who knows where. You sound like a wizard with a streak of a good fighter, maybe you can tell us what this paper is for? Oh! by the way They call me Sly Foxx and this wardog is Luke." Sly look at Luke and tells the dog that their are friends. "And you Sir, Mr. Willim the Drifter? is your name? Sound like your a fighter with a little of a thief mix in? Am I right." Don't worry we welcome you to our group, But I don't know if you will want to stay? For we are known as the Southern Light." Sly hold his hand up and shows them the tattoo in his palm. "See! and these black devils really don't like us. But your welcome to stay." For the first time in a while Sly smiles at the two stranger. "Hey! Big brother! come here and meet some new friends." Yells the half Elf.

Sir Thomas - shaken, bless weapon, protected 
Tuesday April 16th, 2002 9:44:24 PM

Thomas comes running out of the temple a few moments after Sly. He is breathing quite heavy from all of the exertion and running, but he manages to stop before trampling anyone in his rush to flee from the darkness. He sees the crowd of people and becomes amassed in fears of all kinds. --Will this make the machine more powerful if it kills all of the people? How will we few ever fight so many? . . . -- And the chain continues.

Thomas quickly pushes that to the back of his mind when he senses Pryte-Honos' presence and then spots him in the crowd. Thomas has the urge to rush into the crowd to meet his friend, but he knows that he does not have the strength of the horse and so forces himself to wait. While waiting he introduces himself to the two captives and any others that stand with the group as the crowd rushes past. "Hello to you two." Thomas salutes with his sword and keeps it unsheathed in case its services are still needed. "Jurgen you say? and Willim? I am Sir Thomas Hurley. I represent Alemi . . . and to some degree I still represent the fallen Domi. He lives in my heart you see. Lucky for you we decided to search my home rather than Marteus's." He flashes an unnerved grin to show that he's not really sure it had anything to do with luck.

Thomas waits anxiously for Pryte to wade through the crowd of people while he looks nervously over his shoulder for the darkness or the machine.

Sir Thomas addition 
Tuesday April 16th, 2002 9:46:51 PM

Thomas takes a moment to lean into Sly and whisper, "Keep a stiff upper lip my friend. when we rest tonight I would like to have a word with you. That is IF we get to rest tonight." Thomas pats his friend on the shoulder to reinforce Sly's strength. "We'll make it through."

Trace and Radiant (-2 to str)  d20+3=5
Wednesday April 17th, 2002 4:55:57 AM

Trace nods to each intro in respect and waits for the groups direction. (rolled wisdom check for knowlage of structure, Origianl profession was engineer. Trace then grasp his sap hardened holly leaf and whispers "d'mass as he touches Radaint on his foot. (Magic fang +1 attack +1 to dmg.)

Ilsidur (-2 to STR, Magic circle vs evil) 
Wednesday April 17th, 2002 8:49:08 AM

Ilsidur stops at the doorway and leans on his axe, watching the sea of people wash by. He turns back to the party, and says, "Well, it seems we are caught between a rock and a hard place, again, with no idea which way to turn. I agree with ... Jurgen, is it? We need to stop that machine before it gets to these people, and grows out of sight. However, it seems that the strength-draining effect of the machine is halted in the sunlight. Perhaps if we face the machine outside here in the open air, it will be less powerful, and more susceptible to our magics and weapons. What say we give it a try here?" [OOC: Cayzle, is there room for us to fight the machine here on the steps, or is there no room between the doorway to the temple, and the mass of people moving past?]

Then Ilsidur turns to the two strangers, and says, "Well met. I am Ilsidur Wayfinder, initiate of Marmathon Dur, god of exploration and discovery. I have been with the Southern Lights for a year and a half. You are welcome to join up with us to get out of here, and we can surely use your sword and magic."

The Press of Humanity II (DM Cayzle)  d20=2
Wednesday April 17th, 2002 1:58:22 PM

Altemia looks back into the Temple, and sees only darkening and thickening shadows. Is there something deeper in? She can't tell.

Jurgen prepares to cast his spell into the darkening shadows, but holds off for now since there is not target.

Willem, also prepped for fight, offers his news of the Wold.

Sly looks at the paper from his pocket -- it looks like a spell, but not one he understands. Maybe it is Divine Magic?

Sir Thomas urges Pryte to join them, and after a minute or two the warhorse makes it over to the base of the steps to the Temple.

Trace takes a good look around, and sees no sign that the structure is a source of any danger. He casts a spell in case more battle is on the way.

Ilsidur considers attacking the machine on the steps in daylihgt, but there is no indication by sound at least that the machine is nearby. The shadows within the Temple are thickening, though. They look almost tangible.

All Shaken and Fear effects has faded now that you are in daylight. But Trace and Ilsidur are still weakened.

Out in the crowd, you notice that an old lady has fallen and seems in danger of being trampled. "Help! Help!" she calls.


Jurgen  d20+5=19 d20+4=17
Wednesday April 17th, 2002 8:29:41 PM

The talented mage sees no spell which can help him crush the building, nor one that can save the lady. He hits his hands against his head, disguisted at his incapablities. He briefly wonders if the rest of the group could save her, but realizes that they would take far too long. He grabs hold of the rope around his waist, handing it to one of his allies. If none will take it, then he ties it to anything that is stable (a pillar if possible).

He then rushes headlong towards the fallen lady, attempting to push people out of the way as fast as possible. Upon reaching the madam, he helps her up and tries to make sure she is stable. He then lets another spell go off, this one focused on the one he just helped. He surrounds her with an invisible barrier, protecting her from hits of the oncoming crowd.



[Concentraction Check, to cast while the people attempt to run by. 19]

[Mage Armor, +4 AC to the fallen lady]


"Hurry, Get out of here! If it comes, you'll all perish!" Jurgen the tries to pull himself back to where he was, moments ago. He has high hopes that the group will help him, if not then he would have to struggle against the Press of Humanity.

[OOC: I rolled a reflex save, in case the Press of Humanity was strong enough that I couldn't complete my task. Got a 17, on it.]

Sir Thomas - bless weapon, protection  d20=2
Wednesday April 17th, 2002 10:17:04 PM

When Pryte-Honos finally arrives at the temple Thomas hugs his friend around the neck and kisses him on the muzzle. Good to have you around friend. Thomas is soothed by the presence of his friend.

Seeing the woman fall and the determination in Jurgen's eyes to help her, Thomas accepts the rope. He tries to stop Jurgen from plunging into the crowd by saying that Pryte just made it through, and he could go back for the lady, but the man is gone before Thomas can finish his thoughts. In an effort to help, he mounts Pryte and wraps the rope around the pummel of the saddle. Pryte stands firmly against the strain of the rope as people are shoved into it. When Jurgen has hold of the lady, Thomas commands Pryte to walk backwards to aid Jurgen in his return trip. Thomas is careful not to let Prtye walk back into the shadows.

"Where are all of these people coming from? They are like Lemmings." Thomas stands in the saddle quickly to try to see where they are heading. (Spot 2 + 2 = 4 my usual poor spot check)

Willim the Drifter 
Thursday April 18th, 2002 12:30:47 AM

Willim stands still ready to fire his bow as soon as it is required. " I hope you guys have something up your sleeves. I don't know what a few arrows are going to do to that thing."

Trace and Radiant (-2 to str) 
Thursday April 18th, 2002 2:43:31 AM

"Sorry yall........I am blank.....I can't think of a single thing to do. We can sit and wait to fight again or wait for the mass to pass by or last but last choice, use the cards to get us out of hear." Trace stands to see what everyone else thinks.

Sly Foxx and Luke 
Thursday April 18th, 2002 4:00:39 AM

Sly takes the paper and look at it, then answers Altemia," Looks like a spell? I don't know what kind? I wonder if the new guys might know.." Sly makes his way over to where the two were and sees Jurgen go after the woman. "What happen?" no clue Sly ask.

Altemia  d20+13=19
Thursday April 18th, 2002 5:52:52 AM

Altemia takes a look at the scroll over Sly's shoulder. She keeps an eye out, both to the crowd and into the temple, for trouble coming their way (Spot 19).

Ilsidur 
Thursday April 18th, 2002 8:41:23 AM

Ilsidur shouts, "Thomas, pull him back in; I can get that lady!" He drops his backpack, shield and crossbow, and casts fly on himself, then makes full speed to the struggling old woman. He lands as near to her as possible and scoops her up, flying back to the entrance to the temple. [OOC: Cayzle, if you need for Ilsidur to make any rolls for these actions, please do so.]

Once back on the step, Ilsidur says, "I can carry the lightest of you, if you take off your gear. But there is no way I can fly us all to safety."

Then he turns to the old woman, and asks, "How is it that you are not taken up in this blind rush? Where is everyone headed?"

Swept up in a River of People (DM Cayzle) 
Thursday April 18th, 2002 3:42:14 PM


Jurgen ties his rope, hands one end to Sir Thomas, and strikes out into the river of people. Unlike a water river, however, the people don't flow around the rope. Okay, a few go under, but some fall, and there is a huge traffic jam. Thomas, having tied the rope to Pryte's saddlehorn, holds firm. Then one man draws a short sword and hacks through the rope!

Meanwhile, Jurgen makes it to the woman, casts the spell, and helps her to her feet. She locks onto Jurgen's wrist with a bony but iron hand. He sees that her eyes are white with cataracts, and she must be blind, but she is looking right at him.

"The Child of Chaos," she cackles! Jurgen's tattoo tingles for the second time today.

But the press of humanity has already carried him away from his newfound friends, headed north. The old woman's voice carries, and all feel a strange tingle in their tattooed hands.

Jurgen and the old woman are carried across the plaza and past the Black Temple of Marteus on the other side of the plaza.

Altemia has looked at the parchment and sees that it is a divine spell. It reads:

Pour Life

Necromancy
Level: Druid/Cleric 3
Components: V, S, M
Casting Time: Ten minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: The Machine
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When this scroll is read, the caster pours her life energy (in hit points) into the machine. The caster loses 120 percent of her maximum hit points -- if this loss drives the caster to -10 hit points, she will die. When the machine has absorbed enough hit points, it will use that energy to draw even more into itself from people nearby. This sets off a chain reaction, until all the energy from all the people within a dozen miles are drained. What happens next is unclear, except that the machine will use the energy to "open the door."

Ilsidur casts his spell (after the rope is cut, unfortunately) and flies off, headed for Jurgen and the old woman. He could carry either one back with him, taking both in two trips, but the woman will not let go! She begins wailing feebly, but her grip is that of a blacksmith!

But thanks to Ilsidur, there seems little danger of the two groups losing touch right now. Soon, however, the distance between Jurgen and the woman on one hand, and the rest of the group on the other, will grow!

Sir Thomas - protection, bless weapon 
Thursday April 18th, 2002 7:21:14 PM

Thomas watches as the events unfold unfortunately for the group. Seeing Jurgen and Ilsidur struggle with the crowd and the situation with the old lady Thomas acts quickly. "What a bad time to be separated." He hands Sly the pummel end of his sword. Sternly he also offers, "Hold onto this. If the darkness comes after you, you know what to do." (bastard sword +1 with bless weapon cast on it.) Thomas pulls his only dagger from its sheath at his belt. He spurs Pryte-Honos forward toward Jurgen and the old lady, "hold on Ilsidur! I'm coming to help." He and Pryte fight through the crowd. When they get to the struggling pair he accpets one or the other onto Pryte's seat and lets Ilsidur take the other. They then return to the temple steps.

Sly Foxx and Luke 
Thursday April 18th, 2002 8:17:17 PM

Sly is about to ask Sir Thomas about the Spell on the Scroll, Since every body else is busy with one thing or another. When Sir Thomas gives him his sword, Sir Thomas trust him with his sword, Sly looks up at the departing Palatine, "But... But... I... have... " Oh well, he handles the sword for balance them move to a place where that thing might come out. "Stay safe. Little Sister I'm on another quest" Then Sly takes a stance for a fight. "I'm ready."

Trace and Radiant (-2 to str) 
Friday April 19th, 2002 1:48:43 AM

Trace still looking a bit pale from the affects of the shadow arms on him sees Sir Thomas hand over his sword. While he mounts Pryte he moves over and hands him his plus one long sword to Sir Thomas. "Here friend, I have two other swords, thake this and get our friends, be carefull. I will attempt to hit the old lady with arrows so that she will drop her grip." After handing over the sword Trace readies his Bow for a called shot. "Thomas, if your taken too we will follow and cut our way through the mass of people to get yall back. This cant end this way. IT WON'T! God speed Sir." Anger and frustration shows on Trace's face as yet once again the mark of chaos on his hand burns deep red as his anger.

Sir Thomas - protection 
Friday April 19th, 2002 8:48:27 AM

Thomas quickly accepts Trace's sword, but as her rides off he tells his friend not to shoot the old lady because we are trying to save her.

Jurgen 
Friday April 19th, 2002 1:26:09 PM

The boy is again a captive, having only escaped the first situation seconds ago. Having the machine eat him looked to me much better then being crushed to death.

"I'm not a child of Chaos! Honest!" Jurgen spits out, while being dragged. He knows he should escape, but this lady knows something about the tattoo. "What is it? Please! Tell me!!!" He tries to hold fast, protecting the lady and stay still. If the rest of the group could arrive, then they'd be safe and Jurgen could find out what is wrong... and where he is.

Ilsidur (flying, -2 STR, magic circle vs evil)  d20+3=6
Friday April 19th, 2002 1:52:02 PM

Ilsidur tries to break the old woman's hold on Jurgen's arm. [OOC: opposed strength check vs DC6.] He shouts at the old lady, "Let the arm go! Grab onto me and I can get you to safety!" If she lets go, he flies her to safety, and leaves Jurgen to be taken by Sir Thomas and his horse. After getting her safely back to the temple, he flies over the crowd, keeping Sir Thomas and Jurgen in sight, and helping them if he can. If the lady doesn't let go, he calls to Jurgen and Sir Thomas, "You need to break her hold; there is no way that I can carry two people out of here!"

The Children of Chaos (DM Cayzle)  10d10(1+4+3+10+2+1+8+1+10+8)=48
Friday April 19th, 2002 6:52:02 PM



Sir Thomas rides off to the aid of Jurgen and the old woman. He finds it easy to catch up, since everyone is going that way. But would be impossible to go back. without trampling innocents.

Ilsidur hovers overhead as Sir Thomas, Jurgen, Pryte, and the woman form a slowly moving island heading north in the river of people. It looks like every single person in Abandon is headed north.

Back on the temple steps, Altemia, Trace, Willem, and Sly stand looking at their far-off friends, who are almost out of sight. From behind them is a rumbling. They feel a sprinkling of dust and a vibration that makes their hearts pause. The Temple is shuddering, in time with the beating marching sound that continues to come from the north. Rocks begin to fall from the facade of the ediface. One huge block crashes down, almost killing Sly -- only a tingle from his tattoo warned him in time to step aside! There is no more choice -- this place is not safe. The four must depart!

Entering the river of people, the four quickly catch up with Sir Thomas, Ilsidur, Jurgen, Pryte, and the woman. Swept up by the crowd, the group finds itself moving north past buildings, streets, plazas, great houses ... until finally they are pushed up against the northern Town Wall. Pryte is in no danger, but the press is so great it seems crushing and dangerous to smaller creatures.

From the other side of the wall the marching and drumming has grown louder and louder!

The old woman is especially vulnerable to the press of people. "Oh! Oh!" she wheezes. "Help Moragh! Help me! Please! Air! Up! Air for Moragh!"

There is a ramp nearby, leading to the top of the wall, and it seems the best course to ascend.

From the top of the wall, the group can only stand in horriffic awe. Spread out before them is the largest army they have ever seen! Out to the horizon, there are company after company of every foul creature imaginable. Hordes of ghouls and deformed undead! Legions of ogres and bugbears! Countless numbers of lesser goblinkin and orc-kind! Squads of giants, flocks of dragons, and worse upon worse! All marching to the beat of their own feet hitting the earth.

Those beats are matched by dry lightning that crashes out of he roiling clouds overhead.

The sky is black with bats over the army. And either there is something wrong with perspective, or those bats -- hundreds and hundreds of them -- are 10 or more feet across!

There are also divisions of humans, armored and weaponed in black, led by humans in black robes.

This vast army begins about 1,000 feet away from the City Walls. It continues to march, East to West, as you look northwards. But one huge figure is not marching. It is a Giant, maybe a Storm Giant -- certainly the biggest humanoid you have ever seen. He stands at least 60 feet tall. and the 10-foot wingspan bats flying around him look like common bats in comparison. But the most chilling thing is that his face is pale, pale white, and when lightning flashes, you see that he casts no shadow.

The City Gates open, and a delegation of Black-Robed humans advance to greet the Giant bowing low.

When her blind milky eyes fall on this hideous undead storm Giant, the old woman, Moragh, shrieks a high-pitched tone that pierces your ears. She goes into an epileptic fit and speaks with a powerful voice that sounds unearthly and attacks your minds as well as their ears:



"These bear the power of Chaos! Let the enemy fear them and run before them for they are the Children of Chaos! Trust your hope in them for they are blessed by the Powers!"



The tattoos on your hands are throbbing painfully.

The Black Robes rise and address the Giant, but their words are too soft to hear. The words of the Giant, however, carry for miles:



The fall of the old powers is at hand! The new gods rise! The orders change! The Wold moves on, carried by the power of the Night!



The clouds thicken and the bats gather so that it becomes dark as midnight. The vast army is hidden in the blackness, although the infernal marching sound continues. You all hear a disturbing humming from the heart of the city -- it is the same humming that the foul machine made, but much louder. Only two figures are clearly illuminated in this vista of despair: The undead storm Giant, wreathed in lightning -- and the convulsing Moragh, who is somehow surrounded and bourne up by a brilliant white light. Lightining strikes all around. A watch tower on the wall is hit, and it falls into the crowd. By the screaming, many people are hurt or dead. Moragh screams in a tortured voice:



"This is the beginning of the end of The Wold! Behold the slayer of all life!"



As if in counterpoint, the Giant answers, although surely he could not hear her over the thunder. The huge undead figure speaks:



The truth of the Dark Master is clear! The pathetic powers allied with Alemi the Weak are doomed! The Dark Master has declared open war on gods! The old gods will be slain by mortals! Even a lowly orc can deal the death blow to a Divine Power. Darkness falls at last!



Moragh speaks again, the words ripped out of her throat as if by some inhuman agency:



"AAAIIIIIEEEE He speaks the truth! There is a way! Mortals can defeat a god! I can see it happening ... I can ..."



The light dwindles around Moragh. She grabs hold of Ilsidur, saying in a voice now weak, no longer filled with power, "Thee! Thee must find out how to do this! Find the answer. Find out how to kill a god or The Whole Wold is doomed. Even this fell realm!"

"Thee must!!!"

A lightning bolt falls from the sky and drives into the old woman's skull. Ilsidur, please make a reflex save vs. DC 16 or take 48 hp damage (half if you save). The woman is dead.

When you recover your vision from the flash of lightning, you see that the darkness has lifted somewhat. The Giant is somehow holding lightning in his hands! The sound of the machine rises to an insane pitch. Using the lightning in his hands like a knife, the Giant slashes a hole in midair, grabs the cut, and pulls it apart. As he does so it grows, and through the opening he has carved from nothing, you see what is clearly the road outside Threshhold, just after sunset. The vast army begins to march through the hole that the Giant holds open.

On the top of the wall, people are beginning to fall over, asleep, dead, or worse. The fallen look drained and very pale. The humming of the machine grows. Lightning continues to strike, scorching those who are standing and those who are not. As if a spell has been broken, the people begin to flee in terror. Others just fall over, like scraps of peels and bones tossed aside after a feast.

What do you do?


Sir Thomas 
Friday April 19th, 2002 11:47:02 PM

Thomas quickly re-exchanges weapons with Trace and Sly as soon as the opportunity arises. Sitting astride Pryte-Honos, Thomas is obviously the largest of the group that stands upon the wall. Not knowing even remotely how to go about doing what the old lady suggested, Thomas follows his heart. He holds his tattooed hand up so that the swirling mark faces the giant. He stands in the saddle and provokes the evil one. "If mortals can deal the death blow to gods, then you had better keep an eye on me Cult God! I will find out what will kill you, and then I will perform the action. You should have stayed in the dark corners that you used to inhabit." With the end of his shouted statement, Thomas spurs Pryte down the ramp until he cannot see the army beyond. Thomas stops when he is out of sight and suggests to his friends, "we have two options, stay here of follow through the portal. We might stand a better chance if we stay and search Marteus' temple. How to kill a god! . . . any other ideas?" (Thomas will offer his lay on hands to Ilsidur somewhere in the mix. If he takes the offer he receives up to 24 hit points back.)

Ilsidur  d20+3=5 d20+3=17 d20+6=7
Saturday April 20th, 2002 12:53:03 AM

Ilsidur climbs the ramp to the top of the wall, and looks out in shock at the massed army below the party. He listens in wonder and dread at the bizarre exchange between the old woman and the undead giant, and searches inside himself for his link to Marmathon Dur. He realizes that if the gods have truly become mortal, he must do everything he can to defeat this Dark Master and his allies, to complete his part in protecting his lord.

As the lightning bolt strikes, Ilsidur jumps back from the woman-turned-lightning-rod, but the fallout from the bolt still shocks and burns the dwarf's body. [OOC: The first roll was a failure, but the luck domain ability allows me to try a second roll; I must keep the results of the second roll. The second roll was a successful save, so Ilsidur only took half damage.]

Ilsidur wracks his brain, trying to think how a god can be killed by a mere mortal, but nothing comes to mind. [OOC: Automatic failure for knowledge (religion) roll.] He calls to the party, "The only thing that I can think of is to try to find that priest that we ran into earlier. He might have some advice."

Trace and Radiant (-2 to str) 
Saturday April 20th, 2002 1:54:37 AM

"I agree with Ilsidur, Lets find the priest so that we may have a fighting chance. What about that machine?"

Sly Foxx and Luke 
Saturday April 20th, 2002 7:10:34 PM

After getting out of that masse river of people. Sly gives the swords to their owners, and watches every thing that went on. Staring and listening, petting his dog Luke. After the blind old lady was struck by lighting and neatly cook by that lighting. "I also agree with Ilsidur. Kill a God?? mortal?? I wish I could remember what my mother said so many years ago."

Willim the Drifter 
Saturday April 20th, 2002 10:58:00 PM

" I'm fairly certain that any being which can kill the god of war is a being we should do our best to avoid. Perhaps a priest or someone of great arcane knowledge will know a way for us to foil this demon's efforts rather than attempting to go fist to cuffs with some dark lord. "

Jurgen  d20+9=16
Sunday April 21st, 2002 4:28:17 AM

Jurgen listens carefully, trying to understand what's being said. Finally he gets the fact that a Child of Chaos is the good guys!

"Ooh! I'm a Child of Chaos. The Chaos Kid!" He grins, but then shuts up. The ma'am has something more to say, and he didn't want to be hurt.

"To stop a god? Well, someone did it to Domi. Why don't we just follow the same path? Do exactly what he did! I don't know what happened though." Jurgen tries to think, as if remembering something he didn't take the time to find out. "If we can't do that, then what about... What about... We can't do this alone! It would take eons to find how to stop a god. Unless we can create a machine that does the opposite of this one, then we're in trouble."

The boy yells as the woman dies, knowing she held the keys. She was the keyholder, but they would have to find the gatekeeper... and probably a locksmith. Seeing the fact that many are either dead, or not in their bodies. He wipes his eye, not teary, but sweaty. He's horribly tired and although this is probably the most horrid sight he's seen, it seems to pass right through him right now.

Jurgen too, attempts to think of a way to defeat gods. Yet he doesn't know the ways of religion or the like, so he sticks to the ways a mage knows. The ways he has been taught, and can feel in his blood.

[Arcana Knowledge Check, Success at DC 16]

"We're in big trouble. Unless we can get some nifty keys. Unless it's a Wizard lock..."

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